1 00:00:00,900 --> 00:00:08,370 Okay, guys, now we'll come back and search through the texturing of the rest of the character. 2 00:00:09,600 --> 00:00:11,270 Sorry, the jacket right now. 3 00:00:11,280 --> 00:00:19,040 But one of the things that's added a color and were here, so I clicked on this for the body. 4 00:00:19,050 --> 00:00:20,040 I'm talking about the body. 5 00:00:20,700 --> 00:00:29,220 I copy and paste that this cobra with shifty and place that before the bump so it would have the same 6 00:00:29,490 --> 00:00:30,750 black and white value. 7 00:00:31,170 --> 00:00:35,120 So when we go to the bump, it will have the same black on white volume. 8 00:00:35,250 --> 00:00:35,460 Right. 9 00:00:36,660 --> 00:00:38,880 And so this goes to the jacket. 10 00:00:38,880 --> 00:00:45,330 The first thing I want to do is that what I'm saying is it's a jacket that has this kind of line over 11 00:00:45,330 --> 00:00:47,010 here, which I do not like. 12 00:00:47,400 --> 00:00:51,690 The folds should not be this deep and it doesn't look good. 13 00:00:52,140 --> 00:00:57,240 So let's go to sculpt one and quickly try to fix this problem we have over here. 14 00:00:57,240 --> 00:00:58,380 So it's smooth brush. 15 00:00:58,380 --> 00:00:59,640 I'm going to smooth this area. 16 00:01:00,210 --> 00:01:04,890 I'm going to turn off fixed symmetry and then just smooth this area as much as they can. 17 00:01:04,890 --> 00:01:06,960 I don't want so much folds in this area. 18 00:01:07,800 --> 00:01:15,720 This area should not have too much for this area because it the hand movement of the hand gets some 19 00:01:15,720 --> 00:01:21,540 faults, but this area naturally does not have too much fault. 20 00:01:22,080 --> 00:01:29,550 So we can force this area to be like this and this area too. 21 00:01:29,580 --> 00:01:31,200 This is too much deep. 22 00:01:33,150 --> 00:01:36,030 We should not do a line like this. 23 00:01:36,060 --> 00:01:37,290 It doesn't look good. 24 00:01:39,870 --> 00:01:42,750 And see looks. 25 00:01:43,350 --> 00:01:46,830 Let me smooth these also. 26 00:01:47,900 --> 00:01:49,050 Well, it's a bit. 27 00:01:51,420 --> 00:01:55,380 Let's go to this side and try to sort this one as well. 28 00:02:09,930 --> 00:02:12,080 So they can see while it was smooth in it. 29 00:02:12,090 --> 00:02:13,440 But the forms remain. 30 00:02:13,440 --> 00:02:18,630 As you can see, there's not a big fault, but some secondary faults we have. 31 00:02:18,780 --> 00:02:22,230 And that's that's what they want this area. 32 00:02:22,410 --> 00:02:29,220 So let me do a little bit more here now. 33 00:02:29,220 --> 00:02:30,990 We are good to go. 34 00:02:30,990 --> 00:02:31,500 Thank. 35 00:02:33,490 --> 00:02:33,880 Right now. 36 00:02:33,880 --> 00:02:34,720 We're good to go now. 37 00:02:34,740 --> 00:02:44,080 It looks much better now that we don't have those natural looking faults in the surface of the jacket. 38 00:02:44,200 --> 00:02:44,980 This area. 39 00:02:45,400 --> 00:02:46,720 Now we can go to texturing. 40 00:02:46,720 --> 00:02:48,130 Let's go to texturing. 41 00:02:48,520 --> 00:02:55,330 All right, now I need the base material or here, so let's good to work a space. 42 00:02:55,870 --> 00:02:59,860 And I have two materials here, as you can see. 43 00:03:00,550 --> 00:03:03,500 One black over here, which we use for this area. 44 00:03:04,030 --> 00:03:10,540 I'm just going to do with this black area, I think because of the square out of the texturing mode. 45 00:03:10,630 --> 00:03:12,610 I think we need that right now. 46 00:03:13,000 --> 00:03:14,320 We added it for this area. 47 00:03:14,320 --> 00:03:17,380 But I think I think we need that texture. 48 00:03:17,380 --> 00:03:19,240 It's by hand. 49 00:03:19,240 --> 00:03:22,510 So it's at a base color. 50 00:03:22,750 --> 00:03:27,160 So base color, I want it to be 4K. 51 00:03:27,490 --> 00:03:36,100 So remember if you're adding 4K textures and right now we have a body with 4K textures, it's going 52 00:03:36,100 --> 00:03:37,930 to make your computer slower. 53 00:03:38,590 --> 00:03:49,510 So make sure what kind of what make sure the resolution you're adding fits how powerful your computer 54 00:03:49,510 --> 00:03:49,640 is. 55 00:03:49,840 --> 00:03:55,030 If your computer is not that powerful, just leave it at one or two, okay? 56 00:03:55,180 --> 00:03:55,540 All right. 57 00:03:55,750 --> 00:04:02,560 So I'm just going to add 4K enabled 30 bit flow and leave the color as it is. 58 00:04:02,560 --> 00:04:05,860 So this is the color that we chose for our jacket before. 59 00:04:06,460 --> 00:04:08,680 So this is this color over here, base color. 60 00:04:08,800 --> 00:04:11,460 And this is actually the color that we want for the base score. 61 00:04:11,470 --> 00:04:12,760 So just going to press. 62 00:04:12,760 --> 00:04:13,030 Okay. 63 00:04:13,030 --> 00:04:16,540 And now we have our color back over here. 64 00:04:16,860 --> 00:04:17,200 All right. 65 00:04:17,200 --> 00:04:24,700 So we don't have to fill the color manually again now that we have our base color. 66 00:04:24,730 --> 00:04:27,880 I want to do one other thing over here. 67 00:04:27,880 --> 00:04:28,960 So let me go over here. 68 00:04:29,440 --> 00:04:31,000 Let me make it bigger. 69 00:04:31,570 --> 00:04:31,840 Okay. 70 00:04:32,470 --> 00:04:37,870 And search for image, texture and what I want to do. 71 00:04:37,990 --> 00:04:43,390 I want once and search on Google for fabric, seamless texture. 72 00:04:43,390 --> 00:04:48,310 As I showed you for the seamless honeycomb texture, you can find it easily on Google. 73 00:04:48,760 --> 00:04:52,480 And I found the three various fabrics and I've done them. 74 00:04:52,710 --> 00:05:01,270 And so when we use this fabric over here and let's press on control t to add these mappings over here. 75 00:05:02,230 --> 00:05:05,860 All right, then let's connect. 76 00:05:06,190 --> 00:05:07,810 Let's control, shift. 77 00:05:07,810 --> 00:05:12,070 Click on here to see what we get after we put our goods in. 78 00:05:12,640 --> 00:05:14,060 We get this kind of texture. 79 00:05:14,060 --> 00:05:16,330 But as you can see, this texture is too big. 80 00:05:16,600 --> 00:05:20,200 So I want it to make it much more smaller. 81 00:05:20,200 --> 00:05:22,060 So I'm going to make this scale to ten. 82 00:05:22,060 --> 00:05:27,520 And you can see we have some some texture for our check. 83 00:05:27,520 --> 00:05:28,390 For the check. 84 00:05:28,390 --> 00:05:31,480 It should not be like this. 85 00:05:31,480 --> 00:05:31,750 Right. 86 00:05:32,200 --> 00:05:37,360 I want a very subtle pattern so it doesn't look like a very flat thing. 87 00:05:37,390 --> 00:05:37,750 All right. 88 00:05:38,380 --> 00:05:42,220 I want to make it turning to make it very small. 89 00:05:42,220 --> 00:05:49,060 As you can see, if we go back, we almost can't see anything, can even go higher with 230. 90 00:05:49,700 --> 00:05:53,710 Now it's too scaled down, as you can see. 91 00:05:53,710 --> 00:05:56,110 We can see even the pattern over here. 92 00:05:56,650 --> 00:05:57,610 But there is a pattern. 93 00:05:57,850 --> 00:06:01,510 It does make a big difference. 94 00:06:01,990 --> 00:06:05,710 So the next thing we have to do, we have to mix these two together. 95 00:06:05,950 --> 00:06:13,720 The color we made, the texture with control shift right click and drag it and then this mix note is 96 00:06:13,720 --> 00:06:17,290 going to be made and then control shift on this one. 97 00:06:17,290 --> 00:06:19,390 And now these two have been meshed. 98 00:06:19,840 --> 00:06:23,170 As you can see, the color isn't right because the factor is. 99 00:06:23,170 --> 00:06:23,530 All right. 100 00:06:23,530 --> 00:06:32,920 So let's set the factor closer to zero, because our base color our base color that we added is connected 101 00:06:32,920 --> 00:06:33,850 to the first socket. 102 00:06:33,850 --> 00:06:39,880 So I'm going to decrease it to this factor over here. 103 00:06:39,880 --> 00:06:41,940 Now we have the pattern over here. 104 00:06:41,950 --> 00:06:43,660 Very nice. 105 00:06:45,180 --> 00:06:48,880 A fade away fade away pattern over here. 106 00:06:48,880 --> 00:06:50,590 But there is a pattern. 107 00:06:50,590 --> 00:06:53,560 So if I go to cycles. 108 00:06:54,490 --> 00:06:54,850 Okay. 109 00:06:55,720 --> 00:06:58,390 And see the jacket now. 110 00:07:00,490 --> 00:07:05,090 Let's see a little bit of difference than what we had before. 111 00:07:05,330 --> 00:07:16,730 We can try to increase the value here to increase the pattern, but that's what we get to make it much 112 00:07:16,730 --> 00:07:17,780 more interesting. 113 00:07:18,560 --> 00:07:21,800 We can add a bump. 114 00:07:23,810 --> 00:07:24,250 Bump. 115 00:07:26,480 --> 00:07:27,450 Map over here. 116 00:07:27,470 --> 00:07:28,000 Press on. 117 00:07:28,010 --> 00:07:28,700 Okay. 118 00:07:29,450 --> 00:07:31,970 I know I have a bump over here. 119 00:07:32,540 --> 00:07:40,310 And then what I want to do, I want to also be combined these two together, the fabric and the bump 120 00:07:40,520 --> 00:07:48,480 map that we made added to the mix note and then disconnect this. 121 00:07:49,490 --> 00:07:57,080 So once the texture to be connected to the mixture for the base color and I want to also use this fabric 122 00:07:57,080 --> 00:08:02,180 for the bump, the same thing we did with the honeycomb texture, if you remember, for the body. 123 00:08:03,110 --> 00:08:14,240 So now in school here and with this mixture between the fabric and the bump, we can go and add some 124 00:08:14,240 --> 00:08:14,690 bump. 125 00:08:16,180 --> 00:08:19,390 So let's collect this color over here to hide. 126 00:08:20,890 --> 00:08:23,860 Which color to hide. 127 00:08:24,310 --> 00:08:26,050 And now let's see what we get. 128 00:08:26,920 --> 00:08:30,400 Let's wait for a minute because first again, because it takes time. 129 00:08:31,210 --> 00:08:35,919 Now, as you can see, the height is too much. 130 00:08:36,010 --> 00:08:44,740 So let's go to Random View and make it box like this with control p to make it that this area over here 131 00:08:44,740 --> 00:08:46,930 is just renders and make it much more faster. 132 00:08:47,030 --> 00:08:49,630 Now we can see the bump of this texture. 133 00:08:50,230 --> 00:08:56,140 We can bring it down like point five to C will get at least too much. 134 00:08:59,350 --> 00:09:00,320 This too much. 135 00:09:00,320 --> 00:09:01,770 Let's make it point one. 136 00:09:01,790 --> 00:09:10,840 And now I think this is the one I like because it is showing a little bit of fabric area, okay. 137 00:09:11,200 --> 00:09:13,870 But it's not too much. 138 00:09:14,560 --> 00:09:15,910 And we also have our color. 139 00:09:16,960 --> 00:09:17,890 So that's what I like. 140 00:09:18,420 --> 00:09:19,330 Let's go back. 141 00:09:21,130 --> 00:09:23,290 And now we have the fabric. 142 00:09:23,290 --> 00:09:24,400 We have some bump. 143 00:09:24,580 --> 00:09:32,530 The next thing I want to do with this bump up over here, I want to draw some black and whites. 144 00:09:32,950 --> 00:09:40,170 So when I draw these, I believe it's called piping. 145 00:09:40,300 --> 00:09:49,420 So these are some piping in the clothes or the area that the two fabrics are sewn together. 146 00:09:50,170 --> 00:09:53,800 So we have one over here. 147 00:09:55,720 --> 00:09:56,110 Okay. 148 00:09:56,650 --> 00:10:00,940 So then we go and increase this change to 100%. 149 00:10:01,630 --> 00:10:04,000 And I want a black value. 150 00:10:04,300 --> 00:10:06,130 That is because I want to make it dense. 151 00:10:06,370 --> 00:10:16,030 I want the area to go in with our bump and let's make sure we have in the path and oh yeah. 152 00:10:16,330 --> 00:10:26,080 So one problem that we have here is that the pump over here, we have a factor over here so we can change 153 00:10:26,080 --> 00:10:31,390 it to more toward the Second Circuit or right there. 154 00:10:32,200 --> 00:10:37,300 And now, as you can see, we see some changes in this area. 155 00:10:37,810 --> 00:10:44,280 So let's go back and change it to if I want to do this in easy. 156 00:10:46,170 --> 00:10:46,560 All right. 157 00:10:47,040 --> 00:10:50,320 Now let's go and make it. 158 00:10:50,340 --> 00:10:52,080 It's going to be in the middle. 159 00:10:54,160 --> 00:10:54,940 Over here. 160 00:10:55,150 --> 00:10:56,500 So let's do this. 161 00:10:57,430 --> 00:10:57,760 Okay. 162 00:10:57,820 --> 00:11:02,800 So this is obviously not what we want. 163 00:11:02,830 --> 00:11:10,570 Let's make it smaller and let's go to stroke and line and change the line. 164 00:11:11,950 --> 00:11:22,330 And also, let's go to properties, to our curve and change it to a sharp curve. 165 00:11:25,360 --> 00:11:29,080 Just shop here and I'll try to see will we get in line? 166 00:11:29,080 --> 00:11:33,940 And I as you can see, we have very good results over here. 167 00:11:34,540 --> 00:11:35,980 So we can decrease. 168 00:11:37,750 --> 00:11:40,350 This while you're here and. 169 00:11:41,620 --> 00:11:42,970 Make our line. 170 00:11:42,990 --> 00:11:45,160 So it goes all the way over here. 171 00:11:46,750 --> 00:11:48,040 Something like that. 172 00:11:54,700 --> 00:11:59,290 This is the area that the two seniors are going to. 173 00:12:04,260 --> 00:12:06,070 To carry on a song together. 174 00:12:07,440 --> 00:12:13,280 I want to make sure that we're going to have a sipping, distilled, typical out. 175 00:12:15,400 --> 00:12:16,060 They made it, though. 176 00:12:16,060 --> 00:12:17,140 It's a bit more. 177 00:12:21,750 --> 00:12:23,010 More toward insight. 178 00:12:23,010 --> 00:12:24,630 Let's try the defaults. 179 00:12:25,530 --> 00:12:26,430 Custom one. 180 00:12:26,550 --> 00:12:27,000 So. 181 00:12:32,720 --> 00:12:36,680 I think the default one is actually better because it's making a little bit more ground. 182 00:12:37,190 --> 00:12:38,330 That is what they were like. 183 00:12:40,820 --> 00:12:44,180 So now let's let's make this. 184 00:12:50,650 --> 00:12:53,080 All right, let's enable a symmetry. 185 00:12:54,890 --> 00:12:55,820 Analysts make it. 186 00:13:12,540 --> 00:13:12,980 Okay. 187 00:13:13,440 --> 00:13:23,370 Now let's disable line change in back to space and enable some of the stock with a fairly high amount 188 00:13:23,370 --> 00:13:24,300 of radius. 189 00:13:24,690 --> 00:13:31,650 And now let's start drawing this around around the shoulder area. 190 00:13:32,550 --> 00:13:37,410 So this is where the sleeves are going to connect to each other. 191 00:14:35,320 --> 00:14:37,480 Let's try to get the rights. 192 00:15:01,100 --> 00:15:01,340 All right. 193 00:15:01,340 --> 00:15:01,790 That's good. 194 00:15:04,560 --> 00:15:05,440 That is all right. 195 00:15:08,040 --> 00:15:12,900 Now we have this area has tended to cycles to serial. 196 00:15:12,900 --> 00:15:22,320 We kind of get in cycles and then we have to save this because if it ends up crashes, we're going to 197 00:15:22,320 --> 00:15:23,160 lose everything. 198 00:15:24,150 --> 00:15:25,730 And I was good enough. 199 00:15:25,740 --> 00:15:29,010 Let's go and save this image. 200 00:15:29,280 --> 00:15:42,420 Save as opening r rg a fourth floor and I'm going to save it as jacket. 201 00:15:49,180 --> 00:15:51,840 I could pump it, sir. 202 00:15:52,140 --> 00:15:53,520 And that's so. 203 00:15:53,520 --> 00:15:58,890 But now we have a map for our jackets. 204 00:16:00,100 --> 00:16:07,200 We have some black over here, so it is going to make some dents in this area. 205 00:16:08,160 --> 00:16:09,480 So we don't want that. 206 00:16:10,560 --> 00:16:12,360 Let's change the color. 207 00:16:12,570 --> 00:16:13,410 To what? 208 00:16:14,190 --> 00:16:15,300 Let's try. 209 00:16:15,330 --> 00:16:19,560 I don't think we can do what we actually can with S. 210 00:16:20,580 --> 00:16:20,880 S. 211 00:16:20,880 --> 00:16:24,450 I grab this color, and now the height is. 212 00:16:25,750 --> 00:16:28,570 GUNN Okay. 213 00:16:28,690 --> 00:16:36,430 And now one other thing we need is in this area all the way down. 214 00:16:37,390 --> 00:16:43,330 So let's set the radius and bring this all the way down here. 215 00:16:46,780 --> 00:16:47,860 The radius is too much. 216 00:16:47,880 --> 00:16:52,840 I'm going to decrease the radius and brings all down. 217 00:17:00,510 --> 00:17:02,370 Can also do this with. 218 00:17:04,890 --> 00:17:05,390 Line. 219 00:17:06,510 --> 00:17:11,619 So this area over here, it is not very smooth. 220 00:17:11,619 --> 00:17:17,339 So we need to make it much more roundness in this area when we go to this area. 221 00:17:17,670 --> 00:17:20,099 It should go something like this. 222 00:17:20,130 --> 00:17:22,880 A little bit of curve, right? 223 00:17:22,890 --> 00:17:25,099 Because it's not smooth. 224 00:17:27,930 --> 00:17:30,370 STEWART Again, I'm going to start now from this area. 225 00:17:30,370 --> 00:17:34,980 I want to make it all the best round in this area and then go all the way up. 226 00:17:38,680 --> 00:17:39,700 Let's do this again. 227 00:17:40,540 --> 00:17:43,540 Round in this area and then all the way up. 228 00:17:46,340 --> 00:17:48,470 Make it more like real courts. 229 00:17:48,590 --> 00:17:52,790 This area that are sewn together should not be too much rail. 230 00:17:53,420 --> 00:17:57,710 And then this area has seen in our references. 231 00:17:59,570 --> 00:18:02,540 There are two different parts sewn together. 232 00:18:02,540 --> 00:18:06,350 So let's do the line in these areas to. 233 00:18:30,580 --> 00:18:31,000 Okay. 234 00:18:31,030 --> 00:18:32,800 Now we are done with the lines. 235 00:18:35,320 --> 00:18:41,800 We can also make one more line around the neck area. 236 00:18:48,940 --> 00:18:52,420 And all the way down to the jacket. 237 00:18:55,350 --> 00:18:59,310 So one is all the way down over here to. 238 00:19:15,640 --> 00:19:21,070 And then I'm going to try and connect this pump with this one. 239 00:19:22,030 --> 00:19:24,790 Let's go to cycles to see what we get over here. 240 00:19:24,850 --> 00:19:29,440 If it's not too, too much or too big because the radius changes when we're. 241 00:19:44,210 --> 00:19:47,010 Since we can't even see the pomp. 242 00:19:54,570 --> 00:19:55,620 I'm not sure why. 243 00:19:57,000 --> 00:19:58,590 See if you have these once. 244 00:20:02,390 --> 00:20:06,650 We have this over here, but we don't have this. 245 00:20:08,730 --> 00:20:11,770 Or it might be because of the rendering. 246 00:20:12,930 --> 00:20:15,960 So it takes time to get some samples. 247 00:20:18,030 --> 00:20:18,840 But. 248 00:20:20,430 --> 00:20:24,100 You know, maybe it's because of the rendering this way. 249 00:20:24,140 --> 00:20:28,110 So we have more samples and maybe we see the line 250 00:20:31,530 --> 00:20:32,700 that's in line over here. 251 00:20:32,700 --> 00:20:33,630 Listen to this. 252 00:20:36,140 --> 00:20:36,540 All right. 253 00:20:36,630 --> 00:20:37,990 I don't see any line over here. 254 00:20:38,380 --> 00:20:42,280 We can go to every seat in every. 255 00:20:46,100 --> 00:20:51,970 And now let's go to cycles, see if we see this line over here. 256 00:20:57,400 --> 00:20:59,380 There is a line here. 257 00:21:01,310 --> 00:21:02,150 But. 258 00:21:05,350 --> 00:21:06,760 This line is not visible. 259 00:21:08,840 --> 00:21:10,520 It might be because of the sample. 260 00:21:11,120 --> 00:21:15,370 Let's check the light path and let the skis in on fault. 261 00:21:16,310 --> 00:21:17,070 So it's okay? 262 00:21:17,090 --> 00:21:18,740 I think it's the sample. 263 00:21:19,980 --> 00:21:20,810 Let's, uh. 264 00:21:21,050 --> 00:21:23,510 I think this is okay because we have this. 265 00:21:23,750 --> 00:21:25,700 So this should be okay. 266 00:21:27,010 --> 00:21:32,990 You can also here in the should and what you can check. 267 00:21:34,240 --> 00:21:37,360 And draw the lines much more accurately. 268 00:21:41,970 --> 00:21:42,690 Okay. 269 00:21:48,500 --> 00:21:48,920 Okay. 270 00:21:49,400 --> 00:21:50,240 So now let's go. 271 00:21:50,240 --> 00:21:54,830 And now let's go to the color. 272 00:21:54,830 --> 00:21:57,020 And now we're done with the pump map. 273 00:21:57,080 --> 00:21:58,850 Now the save the bump math. 274 00:21:59,360 --> 00:22:01,460 And now let's go to our color. 275 00:22:01,460 --> 00:22:03,740 Over here is color. 276 00:22:06,260 --> 00:22:10,820 And now I want to color this area over here to black. 277 00:22:11,930 --> 00:22:15,470 So let's go to our color and let's go to our characters. 278 00:22:15,470 --> 00:22:19,060 You will get this is a default form, so let's see what we get. 279 00:22:19,070 --> 00:22:19,970 With the default one. 280 00:22:19,970 --> 00:22:23,480 With black, we get a brownish color. 281 00:22:23,960 --> 00:22:25,510 So let's set it to smooth. 282 00:22:27,020 --> 00:22:30,260 Now let's see what we get if we change the color here. 283 00:22:31,340 --> 00:22:33,650 And if we change the mix to darken. 284 00:22:35,060 --> 00:22:38,240 The blending to darken or linear burn. 285 00:22:43,320 --> 00:22:45,240 It tends to something. 286 00:22:45,510 --> 00:22:46,740 Brownish color. 287 00:22:48,420 --> 00:22:56,400 So what we can do is change it to whites and change it to mix. 288 00:22:57,420 --> 00:22:58,410 Let's make it white. 289 00:22:59,050 --> 00:23:01,170 Now, let's see if we can make it blackness. 290 00:23:01,170 --> 00:23:02,580 Now something black. 291 00:23:10,890 --> 00:23:11,850 Let's go to Erie. 292 00:23:13,560 --> 00:23:15,480 It doesn't seem black to me. 293 00:23:26,440 --> 00:23:31,050 The changes factor to zero and I'll try the black. 294 00:23:31,090 --> 00:23:32,050 Now it looks. 295 00:23:34,540 --> 00:23:36,670 So let's do one thing. 296 00:23:36,670 --> 00:23:37,210 Or here. 297 00:23:37,210 --> 00:23:39,460 I'm going to duplicate this shader over here. 298 00:23:39,820 --> 00:23:40,130 Okay. 299 00:23:40,900 --> 00:23:44,740 I'm going to move all this over here to here. 300 00:23:45,160 --> 00:23:45,580 Okay. 301 00:23:46,240 --> 00:23:54,250 I'm going to connect this color to this color, and then I'm going to duplicate this pump map also and 302 00:23:54,250 --> 00:23:55,360 duplicate it over here. 303 00:23:56,440 --> 00:24:00,980 Let's try if this works and connect this one to height as well. 304 00:24:02,610 --> 00:24:04,960 To heights connected to heights. 305 00:24:04,960 --> 00:24:07,870 Please connect it to heights. 306 00:24:07,900 --> 00:24:10,010 And the normal. 307 00:24:10,030 --> 00:24:10,780 To normal. 308 00:24:14,580 --> 00:24:17,000 Let's make a period of smaller. 309 00:24:20,480 --> 00:24:34,070 And now let's delete these mixers, delete these mixers and connect our color that we made to base color 310 00:24:34,070 --> 00:24:34,760 over here. 311 00:24:37,610 --> 00:24:38,600 The base color. 312 00:24:39,290 --> 00:24:43,040 And then for this one, connect our bump to height. 313 00:24:43,040 --> 00:24:53,420 So what I'm going to do, I instead of mixing the notes, I am going to mix shader notes. 314 00:24:53,420 --> 00:24:57,740 So instead of mixing the texture notes, I'm going to mix shadows. 315 00:24:58,040 --> 00:25:04,610 So I mix the show the notes, and now let's go and see what we get. 316 00:25:09,340 --> 00:25:14,890 So now, as you can see, maybe there is a difference here. 317 00:25:17,570 --> 00:25:18,200 It's true. 318 00:25:18,980 --> 00:25:19,320 Now. 319 00:25:19,640 --> 00:25:20,300 In this area. 320 00:25:27,350 --> 00:25:28,510 But there's still. 321 00:25:30,900 --> 00:25:33,270 Combines it with this one so we can. 322 00:25:44,890 --> 00:25:46,150 Let's see. 323 00:25:47,560 --> 00:25:48,790 Let's see here. 324 00:25:48,820 --> 00:25:51,250 So we have this note and this note. 325 00:25:53,020 --> 00:25:53,920 You have to bomb. 326 00:26:15,090 --> 00:26:17,610 First connect this on to The Factor. 327 00:26:20,650 --> 00:26:27,510 Oh, Wolf, I think we need to do with what we have seems. 328 00:26:33,130 --> 00:26:44,530 It might take me a little bit longer to figure out what nodes to combine and also it I'm not going to 329 00:26:44,530 --> 00:26:49,600 do that in my poll, you know, so I'm just kind of. 330 00:26:52,910 --> 00:26:57,380 With the blending modes when these various. 331 00:26:59,810 --> 00:27:01,760 Or actually, I can. 332 00:27:04,300 --> 00:27:07,380 I said, I can't go to this fabric over here. 333 00:27:07,590 --> 00:27:09,750 And maybe she. 334 00:27:12,510 --> 00:27:14,160 If I could run it. 335 00:27:17,120 --> 00:27:18,020 Or at. 336 00:27:20,170 --> 00:27:21,550 A best seller over here. 337 00:27:28,070 --> 00:27:30,120 Basically over here and. 338 00:27:49,950 --> 00:27:50,120 This. 339 00:27:56,790 --> 00:27:58,050 Now combine these two. 340 00:28:01,930 --> 00:28:02,210 It's. 341 00:29:04,280 --> 00:29:04,520 Okay. 342 00:29:04,520 --> 00:29:14,330 We can we can go and discuss this and we're going to do this by hand. 343 00:29:14,570 --> 00:29:15,550 I'll fix this hands. 344 00:29:16,430 --> 00:29:22,580 I'm not going to put too much time into figuring out what to do with the colors. 345 00:29:24,380 --> 00:29:30,320 Sometimes the best way to do things is just doing it, doing it. 346 00:29:31,550 --> 00:29:35,960 It might take more time to figure out these things. 347 00:29:37,250 --> 00:29:45,110 So now let's go ahead here and select this color and let's. 348 00:29:49,680 --> 00:29:50,730 The results of which. 349 00:29:58,990 --> 00:29:59,290 She? 350 00:30:20,760 --> 00:30:21,300 It's. 351 00:30:29,980 --> 00:30:33,250 Liberal register struck here. 352 00:30:33,610 --> 00:30:37,510 And let's do this. 353 00:30:38,230 --> 00:30:39,340 Let's go to solar mode. 354 00:30:39,730 --> 00:30:42,850 Well, x symmetry is on and. 355 00:30:47,450 --> 00:30:49,280 Let us paint in this area. 356 00:30:53,530 --> 00:30:55,810 Try out line. 357 00:31:00,690 --> 00:31:00,970 It's. 358 00:31:04,250 --> 00:31:04,780 She's. 359 00:31:07,330 --> 00:31:07,660 Not 360 00:31:10,330 --> 00:31:11,800 so space. 361 00:31:15,360 --> 00:31:15,800 She's. 362 00:31:41,980 --> 00:31:42,310 It's. 363 00:31:44,990 --> 00:31:45,350 It's. 364 00:31:48,150 --> 00:31:48,460 It's. 365 00:31:58,250 --> 00:31:58,470 It's. 366 00:32:42,210 --> 00:32:46,050 Shh, shh, shh, shh, shh, shh, shh, shh, shh. 367 00:33:02,390 --> 00:33:03,970 Well, let's see where we get. 368 00:33:07,770 --> 00:33:08,970 Better now. 369 00:33:09,390 --> 00:33:11,300 Increase the resolution here. 370 00:33:11,370 --> 00:33:13,260 See what we get in this area. 371 00:33:15,970 --> 00:33:17,980 And don't forget to save the image. 372 00:33:18,250 --> 00:33:30,160 So I'm going to save it as opening our floats full and jacket's base layer. 373 00:33:34,460 --> 00:33:36,240 Basically because of his color. 374 00:33:36,720 --> 00:33:36,930 He. 375 00:33:38,600 --> 00:33:43,060 So I think I see that as the same as again. 376 00:33:43,070 --> 00:33:47,810 So now we have it saved this fix. 377 00:33:49,670 --> 00:33:51,770 Some of the stuff over here. 378 00:34:03,200 --> 00:34:08,630 And now I'm going to use a much softer. 379 00:34:11,300 --> 00:34:12,020 Rush. 380 00:34:13,010 --> 00:34:14,239 For the ages. 381 00:34:32,030 --> 00:34:32,350 She? 382 00:34:52,350 --> 00:34:53,550 Not as much more nicer. 383 00:34:53,580 --> 00:35:04,080 So let's go to savers first and let's go to rent remote to see what we get so it cycles 384 00:35:07,040 --> 00:35:07,410 it's. 385 00:35:18,040 --> 00:35:18,820 All right, that's good. 386 00:35:20,440 --> 00:35:24,370 I want to do something about this area. 387 00:35:26,920 --> 00:35:29,150 It's not too much in sight. 388 00:35:29,170 --> 00:35:30,700 So let's go to Scott. 389 00:35:30,700 --> 00:35:38,080 What they do and I'm texturing when I see some, uh, some ways to improve the mesh, I just switch 390 00:35:38,080 --> 00:35:46,810 between Scott's mode and other modes, and I need to see the viewport in here. 391 00:35:47,170 --> 00:35:47,560 All right? 392 00:35:48,220 --> 00:35:55,360 And I need to go over here to sculpting to. 393 00:36:00,280 --> 00:36:00,620 Right. 394 00:36:01,180 --> 00:36:08,620 Somehow I saw a school here as some don't do it at this school back. 395 00:36:08,860 --> 00:36:10,030 Now we have this. 396 00:36:11,410 --> 00:36:11,890 Okay. 397 00:36:15,350 --> 00:36:16,600 Right now we have this. 398 00:36:18,490 --> 00:36:19,900 Let's go to scope mode. 399 00:36:21,940 --> 00:36:23,440 The safety match. 400 00:36:25,850 --> 00:36:28,160 Do not lose this things. 401 00:36:30,990 --> 00:36:39,720 See new images since the sale of the gain as opinions are followed for jacket base color. 402 00:36:41,980 --> 00:36:43,630 So say that again. 403 00:36:45,970 --> 00:36:48,160 And now let's go to Scott's want. 404 00:36:57,630 --> 00:37:04,410 That is because the shader models that we. 405 00:37:05,440 --> 00:37:08,230 Chance to combine these two together. 406 00:37:10,600 --> 00:37:10,970 These 407 00:37:15,130 --> 00:37:17,550 are the same results. 408 00:37:21,370 --> 00:37:21,930 Over here. 409 00:37:21,940 --> 00:37:29,620 So I'm just going to disable this and use mix or being now. 410 00:37:38,190 --> 00:37:38,420 It's. 411 00:37:48,000 --> 00:37:48,340 She? 412 00:37:56,340 --> 00:37:57,300 She? 413 00:38:01,770 --> 00:38:02,000 What's. 414 00:38:12,530 --> 00:38:12,980 All right. 415 00:38:13,020 --> 00:38:17,490 Now he gets the same result as see if it fixes the problem or it doesn't fix the problem. 416 00:38:18,690 --> 00:38:29,160 Uh, maybe, uh, I save the wrong texture, so it's not reading that texture through school way. 417 00:38:29,160 --> 00:38:38,250 Here you have the pump flap I made to make to base color. 418 00:38:39,330 --> 00:38:42,750 It's open our base color that we saved over here. 419 00:38:42,910 --> 00:38:44,880 So this one check at base color. 420 00:38:46,110 --> 00:38:49,340 And I was seeing those. 421 00:38:49,500 --> 00:38:51,360 It seems that doesn't work. 422 00:38:58,140 --> 00:39:00,090 Just do it without the colorism. 423 00:39:04,410 --> 00:39:05,600 Scott is Scott North. 424 00:39:06,480 --> 00:39:07,380 There are sharp. 425 00:39:07,980 --> 00:39:13,890 This enables some stroke and let's make some. 426 00:39:18,500 --> 00:39:20,320 There is a definition between desires. 427 00:39:20,330 --> 00:39:22,220 I don't want to use a very big. 428 00:39:24,710 --> 00:39:27,110 Every little. 429 00:39:33,220 --> 00:39:40,930 Radius because it's going to make a very unnatural line in this area. 430 00:39:41,230 --> 00:39:47,170 Then I'm going to swatted between these two because this area is actually sewn together. 431 00:39:47,170 --> 00:39:49,600 So it's just going to be more smooth. 432 00:39:50,650 --> 00:39:53,750 And now let's do the same thing in this area. 433 00:39:53,890 --> 00:39:56,140 It's a bit of more the finish line than what we have. 434 00:40:06,640 --> 00:40:07,030 All right. 435 00:40:07,040 --> 00:40:08,140 And I'll fix this. 436 00:40:08,780 --> 00:40:09,010 Sure. 437 00:40:09,010 --> 00:40:10,810 We have here with grab brush. 438 00:40:16,500 --> 00:40:20,490 The Civil War if we are not encountering any problems. 439 00:40:21,870 --> 00:40:22,470 And that's good. 440 00:40:22,590 --> 00:40:24,900 So let's go back to texturing. 441 00:40:33,120 --> 00:40:35,700 So let's make sure we are selecting this one. 442 00:40:35,970 --> 00:40:39,720 Check out this color that we are painting on. 443 00:40:42,480 --> 00:40:46,200 And now let's go and paint this 444 00:40:49,590 --> 00:40:50,220 as well. 445 00:41:07,990 --> 00:41:08,260 Yes. 446 00:41:14,520 --> 00:41:15,890 It's just. 447 00:41:18,140 --> 00:41:34,100 Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, 448 00:41:34,730 --> 00:41:38,660 shh, shh, shh, shh. 449 00:41:41,050 --> 00:41:41,550 She's. 450 00:41:51,640 --> 00:41:52,780 Save their match. 451 00:41:56,800 --> 00:41:58,870 Scott A solid month. 452 00:41:58,870 --> 00:42:01,210 So it wasn't, like, too much. 453 00:42:08,620 --> 00:42:08,790 Just. 454 00:42:18,960 --> 00:42:19,170 Okay. 455 00:42:20,010 --> 00:42:22,480 So that's change. 456 00:42:27,330 --> 00:42:27,750 All right. 457 00:42:27,750 --> 00:42:34,380 Now, when that is loading now, also, let me pause the video now, because Blunt is not responding 458 00:42:34,380 --> 00:42:34,710 for now. 459 00:42:36,670 --> 00:42:39,450 It took 5 seconds for Blender to respond. 460 00:42:40,680 --> 00:42:42,960 Now, let's see if. 461 00:42:46,040 --> 00:42:46,880 It does 462 00:42:53,360 --> 00:42:59,460 so because I'm recording, uh, just a little bit like. 463 00:42:59,540 --> 00:43:00,710 So let me pause again. 464 00:43:00,710 --> 00:43:01,190 I'm sorry. 465 00:43:02,990 --> 00:43:06,860 I forgot to reduce the level of a subdivision level. 466 00:43:07,460 --> 00:43:08,540 So that was what? 467 00:43:08,540 --> 00:43:10,690 But it was well, it was lagging. 468 00:43:11,580 --> 00:43:14,960 Well, as you can see, we need to see some of the edges increase. 469 00:43:14,960 --> 00:43:15,920 It's a level two. 470 00:43:16,730 --> 00:43:17,870 It was on level four. 471 00:43:17,870 --> 00:43:23,720 So that's why it was all typically like so that's good enough. 472 00:43:23,720 --> 00:43:27,230 So it's good to hear and see what we have. 473 00:43:34,750 --> 00:43:36,220 All right, that's good enough. 474 00:43:36,230 --> 00:43:39,370 So I think things are really good. 475 00:43:41,230 --> 00:43:44,380 Let's remove some of this stuff in here. 476 00:43:45,930 --> 00:43:48,960 And let's see and go around fixing the problems. 477 00:43:49,620 --> 00:43:50,070 Okay. 478 00:43:50,310 --> 00:43:54,750 Don't forget to save and save your blender file as well. 479 00:43:55,500 --> 00:44:05,190 And now let's go and mix some colors throughout the jacket like we did for the party. 480 00:44:05,460 --> 00:44:13,970 Let's go to flat color and add some of this color over here. 481 00:44:13,980 --> 00:44:20,020 So I'm going to remove some of this truck and draw on here. 482 00:44:20,040 --> 00:44:21,870 Let's go through here, see what we get. 483 00:44:22,440 --> 00:44:24,750 So this is too much. 484 00:44:24,780 --> 00:44:26,410 Let's bring down the stretch. 485 00:44:26,480 --> 00:44:34,920 I see that we have a very soft brush over here by bringing down this chin, as you can see, the. 486 00:44:38,260 --> 00:44:39,520 The effect is to. 487 00:44:42,830 --> 00:44:47,870 Too little, but it is their line that they have painted. 488 00:44:47,900 --> 00:44:50,290 Now I'm going to control Z, so watch what happens. 489 00:44:50,300 --> 00:44:56,240 I don't know if it going to show in the recording, but I definitely saw the change for present control. 490 00:44:56,240 --> 00:45:03,710 Z You see that the tent, the tents, white tents was removed from this area is going to make changes 491 00:45:03,710 --> 00:45:03,980 too. 492 00:45:04,460 --> 00:45:08,540 But right now we have to change little bit of these colors. 493 00:45:08,540 --> 00:45:18,560 We have solar cells got to exclude the whites, pure whites and added to our policy. 494 00:45:18,560 --> 00:45:19,700 We have it over here now. 495 00:45:19,700 --> 00:45:21,560 Let's try it with some whites. 496 00:45:22,040 --> 00:45:28,130 Yeah, I think we need some whites in this area where we should be very, very, very. 497 00:45:30,070 --> 00:45:32,470 Subtle like this? 498 00:45:32,680 --> 00:45:32,950 Yeah. 499 00:45:33,010 --> 00:45:33,370 Like that. 500 00:45:33,940 --> 00:45:43,650 So let's go to here and add a little bit of what's around our jacket so it doesn't look too solid. 501 00:45:43,660 --> 00:45:51,190 Color makes some whites around everywhere. 502 00:45:51,700 --> 00:45:55,750 And now I have to bring down a little one. 503 00:45:56,290 --> 00:45:58,000 Now this is much faster. 504 00:45:59,380 --> 00:46:10,210 This little bit of variation has been added to the clothes. 505 00:46:11,720 --> 00:46:12,370 The jacket. 506 00:46:26,390 --> 00:46:26,680 It's. 507 00:46:33,830 --> 00:46:37,460 I forgot to enable temperature mixture that is Singapore. 508 00:46:38,360 --> 00:46:43,880 It's a shame that it was used for radiation in the Persian as well by us. 509 00:46:44,220 --> 00:46:44,930 That's alright. 510 00:46:45,950 --> 00:46:48,800 It's good to render realist. 511 00:46:49,010 --> 00:46:52,610 Add a little bit and this area to 512 00:46:56,570 --> 00:47:00,620 and around this area which the fabrics are sewn together. 513 00:47:02,060 --> 00:47:04,890 Now let's go to let's go see. 514 00:47:04,940 --> 00:47:11,990 We'll get now as you can see, there is some difference in the color and that's what we're going to 515 00:47:12,080 --> 00:47:15,950 go through rendering and that's all right. 516 00:47:16,580 --> 00:47:19,010 So now let's add another color. 517 00:47:19,850 --> 00:47:22,620 So we have blue over here. 518 00:47:22,640 --> 00:47:27,020 So this adds some yellowish color over here. 519 00:47:27,740 --> 00:47:34,340 And this is essentially 100% want to see the effect as 100%. 520 00:47:34,910 --> 00:47:39,240 And on this decrease, it's something like this to see the effect. 521 00:47:41,000 --> 00:47:43,130 So the effect is too visible. 522 00:47:43,500 --> 00:47:49,070 So this decreases furthermore and let's use it. 523 00:47:50,630 --> 00:47:57,530 And now this was supposed to go to solid color, that color over here. 524 00:47:58,430 --> 00:48:05,120 And now it's some yellowish color to check its. 525 00:48:07,770 --> 00:48:08,510 Six. 526 00:48:25,500 --> 00:48:27,600 So some yellowish coloration in the jacket. 527 00:48:28,470 --> 00:48:33,510 That's as close to rendering view, as always, to see if you're not adding too much color. 528 00:48:34,980 --> 00:48:37,470 And now let's go back over here. 529 00:48:37,800 --> 00:48:41,580 The next thing I want to add is a little bit of brown color. 530 00:48:42,660 --> 00:48:43,830 Brownish go like that. 531 00:48:44,520 --> 00:48:47,340 And I want to add some dirt. 532 00:48:48,720 --> 00:48:51,480 So I'm going to put some dirt in your eyes. 533 00:48:51,880 --> 00:48:54,300 If you if you're familiar with that. 534 00:48:55,410 --> 00:48:59,490 Me, I'm going to put some dirt on the jacket of Spider-Man. 535 00:49:00,150 --> 00:49:03,240 And so that's going over here. 536 00:49:03,450 --> 00:49:07,440 And again, this see at 100% stretch. 537 00:49:08,340 --> 00:49:10,350 This is will give you more who is just strange. 538 00:49:11,270 --> 00:49:12,510 It much a strange. 539 00:49:15,280 --> 00:49:16,150 Not too much. 540 00:49:16,510 --> 00:49:17,380 Let's increase it. 541 00:49:20,270 --> 00:49:20,650 It's. 542 00:49:24,650 --> 00:49:25,970 I think this is what they want. 543 00:49:25,970 --> 00:49:27,080 This is quite cool. 544 00:49:27,470 --> 00:49:30,110 Excuse for random violence to get our interview. 545 00:49:31,100 --> 00:49:32,720 Yeah, this is really good. 546 00:49:33,270 --> 00:49:34,850 It's strange over here. 547 00:49:35,300 --> 00:49:41,420 It adds a little bit of tense on the surface over here. 548 00:49:42,800 --> 00:49:44,840 That's some tense over the surface. 549 00:49:45,510 --> 00:49:48,430 But with this one, I'm going to use a mask. 550 00:49:48,440 --> 00:49:54,470 So this use a mask in your mask and only use a new mask over here. 551 00:49:54,470 --> 00:49:58,460 Let me let me pass the video and prepare that. 552 00:49:58,700 --> 00:50:00,350 Oh, all right. 553 00:50:00,350 --> 00:50:05,140 So now out of, uh, of, uh, put the alpha into the folder. 554 00:50:05,240 --> 00:50:06,980 Project folder is open. 555 00:50:06,980 --> 00:50:08,870 I named that done. 556 00:50:08,960 --> 00:50:11,810 So these are some just some dots or here. 557 00:50:12,080 --> 00:50:13,190 Just some dots. 558 00:50:13,460 --> 00:50:14,300 Nothing fancy. 559 00:50:15,290 --> 00:50:15,620 Okay. 560 00:50:15,920 --> 00:50:22,730 And then I'm going to change the texture to reapply and I'm going to draw with these dots. 561 00:50:22,730 --> 00:50:27,860 So if I go to render mode, if I increase this change 100%, I try to draw it. 562 00:50:28,610 --> 00:50:33,920 Now I'm kind of drawing some, uh, some, some dots. 563 00:50:33,920 --> 00:50:35,000 That's what I'm expecting. 564 00:50:35,000 --> 00:50:42,770 Let's make sure the texture is of only the dots and the selected dots, and we're playing. 565 00:50:42,770 --> 00:50:44,300 And that's all right. 566 00:50:44,810 --> 00:50:49,490 So let's try to color it. 567 00:50:53,360 --> 00:50:59,330 Let's save our image first and with school. 568 00:50:59,330 --> 00:51:06,950 And it's too soft, I think now now we're getting the color, the name for color. 569 00:51:06,960 --> 00:51:13,250 This area, as you can see, I am coloring some some brownish dots in this area. 570 00:51:14,600 --> 00:51:15,200 So go here. 571 00:51:15,200 --> 00:51:17,420 As you can see, some brownish dots. 572 00:51:18,830 --> 00:51:19,220 Okay. 573 00:51:19,820 --> 00:51:22,070 But I don't want it to be too much. 574 00:51:22,640 --> 00:51:29,780 So what I'm going to do when I keep it like this over here, what I'm going to do, I'm going to first 575 00:51:30,320 --> 00:51:38,840 go to the strip to show you some other things that you can use guys, and you can change the jitter, 576 00:51:39,830 --> 00:51:40,970 increase the little bit. 577 00:51:41,600 --> 00:51:51,080 Now the randomness of these dots are going to get increased, the set to something more to see how it 578 00:51:51,080 --> 00:51:51,530 does it. 579 00:51:52,400 --> 00:51:55,550 As you can see, there's much more randomness in these dots. 580 00:51:55,970 --> 00:51:57,170 I'm not going to do it much. 581 00:51:59,150 --> 00:52:03,500 And then now I can go over here and set it to random. 582 00:52:04,050 --> 00:52:08,480 This is the viewpoint I set it and click on this random button over here. 583 00:52:08,870 --> 00:52:11,720 And this is going to make so much random dots. 584 00:52:11,720 --> 00:52:15,470 You know, this is making so much random notes. 585 00:52:15,470 --> 00:52:21,170 And that is what we need to render to see what we get. 586 00:52:25,360 --> 00:52:25,720 All right. 587 00:52:25,870 --> 00:52:31,870 As you can see, you're getting so much interesting stuff on the surface over here. 588 00:52:34,030 --> 00:52:34,540 Okay. 589 00:52:35,140 --> 00:52:38,080 So I want to decrease this a little bit. 590 00:52:38,350 --> 00:52:50,560 And now let's start drawing these dots, these black dots on the surface to make it more interesting. 591 00:52:51,520 --> 00:52:54,820 The jacket shouldn't look too new. 592 00:52:58,150 --> 00:53:00,100 Then it's just Spider-Man. 593 00:53:00,160 --> 00:53:03,340 And in this Spider-Man, it's just a teenager. 594 00:53:04,390 --> 00:53:08,020 So we need to fix this later on. 595 00:53:09,060 --> 00:53:10,340 But is this a teenager? 596 00:53:10,360 --> 00:53:14,710 We need to make sure that it's not too new. 597 00:53:15,430 --> 00:53:18,880 It's been in in some places. 598 00:53:23,300 --> 00:53:29,810 So no school to the sleeves and added to this area. 599 00:53:30,470 --> 00:53:37,520 Choom is much more in this area when it's exaggerated in this area. 600 00:53:45,360 --> 00:53:45,650 Just. 601 00:53:55,290 --> 00:54:00,480 This is something that adds variation to the surface of your clothes. 602 00:54:00,480 --> 00:54:05,550 As I said, the name, the name of the game is actually just adding variation. 603 00:54:06,030 --> 00:54:14,400 That's all about texture, texturing, because texture means that it has some layers of different colors, 604 00:54:14,400 --> 00:54:15,450 different things, right? 605 00:54:16,170 --> 00:54:20,130 You need to fake that with these kinds of techniques. 606 00:54:20,870 --> 00:54:23,490 Just adding variation varies and colors. 607 00:54:23,850 --> 00:54:30,330 Use different alphas, even use these ones as I use random and jitteriness. 608 00:54:31,060 --> 00:54:35,390 And that is going to make a lot of difference. 609 00:54:35,400 --> 00:54:39,760 We can even increase the spacing is going to increase it. 610 00:54:39,780 --> 00:54:46,050 If I'm not going to do that, as I said, I'm going to make it too slow for myself. 611 00:54:47,250 --> 00:54:49,410 And then here I need to add more. 612 00:54:55,190 --> 00:54:55,460 Okay. 613 00:54:55,460 --> 00:54:57,500 Let's go to the rendering and see what we get. 614 00:54:58,250 --> 00:55:05,900 Now, as you can see, we can see some dirtiness on the surface of the jacket. 615 00:55:06,860 --> 00:55:09,890 Now, it's not too perfect. 616 00:55:10,940 --> 00:55:13,280 Let's get this cycle to see what we get. 617 00:55:13,370 --> 00:55:15,110 But before that, we should have saved. 618 00:55:15,320 --> 00:55:18,140 Remember to save your base color. 619 00:55:19,610 --> 00:55:20,330 To not. 620 00:55:25,960 --> 00:55:30,700 Lose your walk says change it to every. 621 00:55:33,200 --> 00:55:33,860 And. 622 00:55:36,580 --> 00:55:37,990 Yeah, that's all right. 623 00:55:39,070 --> 00:55:43,240 That was remove the texture mask. 624 00:55:43,990 --> 00:55:47,060 And the last thing on that one, too. 625 00:55:47,830 --> 00:55:57,280 I know it's a bit of blackness around these areas over here, so when I add some blackness around these 626 00:55:57,280 --> 00:55:57,880 areas. 627 00:55:57,910 --> 00:56:03,160 So let's go to rendering to see how much blackness it is adding still, much as I can see. 628 00:56:04,090 --> 00:56:05,470 Let's decrease it. 629 00:56:06,040 --> 00:56:08,740 Also, I need to make it much more softer. 630 00:56:10,000 --> 00:56:12,160 Now see, it's much more softer. 631 00:56:12,160 --> 00:56:16,960 Let's decrease this range, decrease the radius, and that was paint on it. 632 00:56:17,830 --> 00:56:22,180 And then I think some blackness in these areas, it's. 633 00:56:25,120 --> 00:56:25,610 Next. 634 00:56:25,610 --> 00:56:29,310 I need some blackness in the fourth area. 635 00:56:29,330 --> 00:56:35,000 I'm going to increase the level of effort, save my image so I don't lose my work. 636 00:56:35,840 --> 00:56:44,170 Then add a little bit of blackness color in the areas of the fold. 637 00:56:59,000 --> 00:56:59,440 She's. 638 00:57:06,620 --> 00:57:07,270 She's. 639 00:57:15,380 --> 00:57:17,060 Shh, shh, shh. 640 00:57:18,470 --> 00:57:26,660 All right, now let's go to our blue color and fix this problem we have over here. 641 00:57:32,700 --> 00:57:33,030 Okay. 642 00:57:33,460 --> 00:57:39,860 Now, I work on the ready, but I want to make this area a little bit softer. 643 00:57:46,180 --> 00:57:48,120 Well, let's not forget the safe. 644 00:57:56,710 --> 00:57:57,020 She? 645 00:58:04,600 --> 00:58:09,220 And are we getting closer to one hour or so? 646 00:58:09,490 --> 00:58:15,070 I don't want to linger this this video. 647 00:58:15,610 --> 00:58:24,010 Furthermore, let's decrease this level of support and let's the same thing we have. 648 00:58:24,010 --> 00:58:28,580 That's for the body, which is the ambient occlusion. 649 00:58:28,600 --> 00:58:31,390 I'm just going to copy it to make it faster. 650 00:58:32,230 --> 00:58:38,350 And then let's duplicate this, get it over here. 651 00:58:39,190 --> 00:58:44,340 Connect the color around to factor color to blackness. 652 00:58:49,850 --> 00:58:52,490 Control shift click to see what kind of. 653 00:58:55,320 --> 00:58:56,400 Thing we're getting. 654 00:58:56,760 --> 00:59:00,420 And then let's set this. 655 00:59:00,750 --> 00:59:04,650 Well, you said the vote is going to be Sandra Bullock and is not going to be seen. 656 00:59:05,310 --> 00:59:12,570 So these are the areas that is going to get affected by ambient occlusion. 657 00:59:13,260 --> 00:59:16,770 I'm going to increase the limits of digital to the last one. 658 00:59:17,610 --> 00:59:29,670 So you would also consider some other places A wants these to be also included to the ambience. 659 00:59:30,300 --> 00:59:33,930 So for this one, I'm just going to go with a bit more exaggerated. 660 00:59:33,960 --> 00:59:34,440 We'll see. 661 00:59:34,980 --> 00:59:36,330 We'll see how much exaggerated. 662 00:59:36,330 --> 00:59:40,230 I want to go, but these areas are the fault areas. 663 00:59:40,950 --> 00:59:47,070 So I want them to be to have some ambience because it's cooler. 664 00:59:52,840 --> 00:59:54,040 Some little ambience. 665 00:59:54,940 --> 00:59:57,910 Well, let's see what we get after we connect this. 666 01:00:05,120 --> 01:00:06,910 So now this is the saboteur. 667 01:00:07,090 --> 01:00:12,100 So let's go to IBI and turn it off and on to see the difference. 668 01:00:14,730 --> 01:00:21,660 You can see those ads in these areas, which is very clear, which is very good. 669 01:00:22,500 --> 01:00:26,310 But I don't like how ads are being too much in these areas. 670 01:00:26,850 --> 01:00:30,300 This decrease the ambience in here. 671 01:00:32,840 --> 01:00:34,430 And that's good enough. 672 01:00:34,850 --> 01:00:35,630 You can also. 673 01:00:36,920 --> 01:00:39,350 Change a distance over here if you want. 674 01:00:40,010 --> 01:00:40,430 What's this? 675 01:00:40,460 --> 01:00:42,150 This is the same thing we have over here. 676 01:00:42,170 --> 01:00:43,100 The distance over here. 677 01:00:43,100 --> 01:00:49,220 We can change it to make it more visible. 678 01:00:56,650 --> 01:00:57,430 So that's okay. 679 01:00:59,210 --> 01:01:00,900 This area also is okay. 680 01:01:00,920 --> 01:01:01,660 Now that's. 681 01:01:02,510 --> 01:01:03,110 That's alright. 682 01:01:12,980 --> 01:01:16,040 Can you have a longs heroes roles and a school? 683 01:01:19,490 --> 01:01:30,720 You can also go to a sculpting, uh, in this line that we are in a bottom up, which we can see, unfortunately, 684 01:01:31,620 --> 01:01:38,670 we can add a little bit of sharpness, but I'm afraid it's going to be too much that's going to exaggerate 685 01:01:38,670 --> 01:01:40,410 too much and just not going to do it. 686 01:01:41,310 --> 01:01:44,490 One other thing you want to do right now is. 687 01:01:46,920 --> 01:01:48,770 To make this a reality. 688 01:01:48,900 --> 01:01:51,030 It's a loser. 689 01:01:51,510 --> 01:01:51,860 Yeah. 690 01:01:52,410 --> 01:01:53,520 I mean, I was a bit. 691 01:01:56,450 --> 01:02:05,180 Not too much, just rates some because I'm just going to detach it from surface, make it detached with 692 01:02:05,180 --> 01:02:06,200 the grout brush. 693 01:02:06,470 --> 01:02:08,900 So it's just floating the area with the bit. 694 01:02:10,970 --> 01:02:14,660 Obviously, we have to adjust more in the. 695 01:02:18,050 --> 01:02:20,330 After the pausing. 696 01:02:21,260 --> 01:02:22,100 So now that's better. 697 01:02:22,310 --> 01:02:24,290 That is much better. 698 01:02:25,040 --> 01:02:27,030 So, yeah, that's it for this video. 699 01:02:27,050 --> 01:02:33,290 Now let's go to let's not forget to save our base color. 700 01:02:34,550 --> 01:02:43,280 And now you're ready to go to let's go to cycles and see what we have until now. 701 01:02:43,970 --> 01:02:48,200 So we have texture, the body and the jacket. 702 01:02:49,100 --> 01:02:52,460 And as you can see, it is looking much better is looking. 703 01:02:54,050 --> 01:02:54,740 Much nicer. 704 01:02:56,770 --> 01:02:57,100 All right. 705 01:02:57,640 --> 01:02:58,540 So that's it for now. 706 01:02:58,870 --> 01:03:03,700 In the next with you are going to textured the so too. 707 01:03:03,720 --> 01:03:04,570 Then goodbye.