Okay, guys, now we'll come back and search through the texturing of the rest of the character.
Sorry, the jacket right now.
But one of the things that's added a color and were here, so I clicked on this for the body.
I'm talking about the body.
I copy and paste that this cobra with shifty and place that before the bump so it would have the same
black and white value.
So when we go to the bump, it will have the same black on white volume.
Right.
And so this goes to the jacket.
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
here, which I do not like.
The folds should not be this deep and it doesn't look good.
So let's go to sculpt one and quickly try to fix this problem we have over here.
So it's smooth brush.
I'm going to smooth this area.
I'm going to turn off fixed symmetry and then just smooth this area as much as they can.
I don't want so much folds in this area.
This area should not have too much for this area because it the hand movement of the hand gets some
faults, but this area naturally does not have too much fault.
So we can force this area to be like this and this area too.
This is too much deep.
We should not do a line like this.
It doesn't look good.
And see looks.
Let me smooth these also.
Well, it's a bit.
Let's go to this side and try to sort this one as well.
So they can see while it was smooth in it.
But the forms remain.
As you can see, there's not a big fault, but some secondary faults we have.
And that's that's what they want this area.
So let me do a little bit more here now.
We are good to go.
Thank.
Right now.
We're good to go now.
It looks much better now that we don't have those natural looking faults in the surface of the jacket.
This area.
Now we can go to texturing.
Let's go to texturing.
All right, now I need the base material or here, so let's good to work a space.
And I have two materials here, as you can see.
One black over here, which we use for this area.
I'm just going to do with this black area, I think because of the square out of the texturing mode.
I think we need that right now.
We added it for this area.
But I think I think we need that texture.
It's by hand.
So it's at a base color.
So base color, I want it to be 4K.
So remember if you're adding 4K textures and right now we have a body with 4K textures, it's going
to make your computer slower.
So make sure what kind of what make sure the resolution you're adding fits how powerful your computer
is.
If your computer is not that powerful, just leave it at one or two, okay?
All right.
So I'm just going to add 4K enabled 30 bit flow and leave the color as it is.
So this is the color that we chose for our jacket before.
So this is this color over here, base color.
And this is actually the color that we want for the base score.
So just going to press.
Okay.
And now we have our color back over here.
All right.
So we don't have to fill the color manually again now that we have our base color.
I want to do one other thing over here.
So let me go over here.
Let me make it bigger.
Okay.
And search for image, texture and what I want to do.
I want once and search on Google for fabric, seamless texture.
As I showed you for the seamless honeycomb texture, you can find it easily on Google.
And I found the three various fabrics and I've done them.
And so when we use this fabric over here and let's press on control t to add these mappings over here.
All right, then let's connect.
Let's control, shift.
Click on here to see what we get after we put our goods in.
We get this kind of texture.
But as you can see, this texture is too big.
So I want it to make it much more smaller.
So I'm going to make this scale to ten.
And you can see we have some some texture for our check.
For the check.
It should not be like this.
Right.
I want a very subtle pattern so it doesn't look like a very flat thing.
All right.
I want to make it turning to make it very small.
As you can see, if we go back, we almost can't see anything, can even go higher with 230.
Now it's too scaled down, as you can see.
We can see even the pattern over here.
But there is a pattern.
It does make a big difference.
So the next thing we have to do, we have to mix these two together.
The color we made, the texture with control shift right click and drag it and then this mix note is
going to be made and then control shift on this one.
And now these two have been meshed.
As you can see, the color isn't right because the factor is.
All right.
So let's set the factor closer to zero, because our base color our base color that we added is connected
to the first socket.
So I'm going to decrease it to this factor over here.
Now we have the pattern over here.
Very nice.
A fade away fade away pattern over here.
But there is a pattern.
So if I go to cycles.
Okay.
And see the jacket now.
Let's see a little bit of difference than what we had before.
We can try to increase the value here to increase the pattern, but that's what we get to make it much
more interesting.
We can add a bump.
Bump.
Map over here.
Press on.
Okay.
I know I have a bump over here.
And then what I want to do, I want to also be combined these two together, the fabric and the bump
map that we made added to the mix note and then disconnect this.
So once the texture to be connected to the mixture for the base color and I want to also use this fabric
for the bump, the same thing we did with the honeycomb texture, if you remember, for the body.
So now in school here and with this mixture between the fabric and the bump, we can go and add some
bump.
So let's collect this color over here to hide.
Which color to hide.
And now let's see what we get.
Let's wait for a minute because first again, because it takes time.
Now, as you can see, the height is too much.
So let's go to Random View and make it box like this with control p to make it that this area over here
is just renders and make it much more faster.
Now we can see the bump of this texture.
We can bring it down like point five to C will get at least too much.
This too much.
Let's make it point one.
And now I think this is the one I like because it is showing a little bit of fabric area, okay.
But it's not too much.
And we also have our color.
So that's what I like.
Let's go back.
And now we have the fabric.
We have some bump.
The next thing I want to do with this bump up over here, I want to draw some black and whites.
So when I draw these, I believe it's called piping.
So these are some piping in the clothes or the area that the two fabrics are sewn together.
So we have one over here.
Okay.
So then we go and increase this change to 100%.
And I want a black value.
That is because I want to make it dense.
I want the area to go in with our bump and let's make sure we have in the path and oh yeah.
So one problem that we have here is that the pump over here, we have a factor over here so we can change
it to more toward the Second Circuit or right there.
And now, as you can see, we see some changes in this area.
So let's go back and change it to if I want to do this in easy.
All right.
Now let's go and make it.
It's going to be in the middle.
Over here.
So let's do this.
Okay.
So this is obviously not what we want.
Let's make it smaller and let's go to stroke and line and change the line.
And also, let's go to properties, to our curve and change it to a sharp curve.
Just shop here and I'll try to see will we get in line?
And I as you can see, we have very good results over here.
So we can decrease.
This while you're here and.
Make our line.
So it goes all the way over here.
Something like that.
This is the area that the two seniors are going to.
To carry on a song together.
I want to make sure that we're going to have a sipping, distilled, typical out.
They made it, though.
It's a bit more.
More toward insight.
Let's try the defaults.
Custom one.
So.
I think the default one is actually better because it's making a little bit more ground.
That is what they were like.
So now let's let's make this.
All right, let's enable a symmetry.
Analysts make it.
Okay.
Now let's disable line change in back to space and enable some of the stock with a fairly high amount
of radius.
And now let's start drawing this around around the shoulder area.
So this is where the sleeves are going to connect to each other.
Let's try to get the rights.
All right.
That's good.
That is all right.
Now we have this area has tended to cycles to serial.
We kind of get in cycles and then we have to save this because if it ends up crashes, we're going to
lose everything.
And I was good enough.
Let's go and save this image.
Save as opening r rg a fourth floor and I'm going to save it as jacket.
I could pump it, sir.
And that's so.
But now we have a map for our jackets.
We have some black over here, so it is going to make some dents in this area.
So we don't want that.
Let's change the color.
To what?
Let's try.
I don't think we can do what we actually can with S.
S.
I grab this color, and now the height is.
GUNN Okay.
And now one other thing we need is in this area all the way down.
So let's set the radius and bring this all the way down here.
The radius is too much.
I'm going to decrease the radius and brings all down.
Can also do this with.
Line.
So this area over here, it is not very smooth.
So we need to make it much more roundness in this area when we go to this area.
It should go something like this.
A little bit of curve, right?
Because it's not smooth.
STEWART Again, I'm going to start now from this area.
I want to make it all the best round in this area and then go all the way up.
Let's do this again.
Round in this area and then all the way up.
Make it more like real courts.
This area that are sewn together should not be too much rail.
And then this area has seen in our references.
There are two different parts sewn together.
So let's do the line in these areas to.
Okay.
Now we are done with the lines.
We can also make one more line around the neck area.
And all the way down to the jacket.
So one is all the way down over here to.
And then I'm going to try and connect this pump with this one.
Let's go to cycles to see what we get over here.
If it's not too, too much or too big because the radius changes when we're.
Since we can't even see the pomp.
I'm not sure why.
See if you have these once.
We have this over here, but we don't have this.
Or it might be because of the rendering.
So it takes time to get some samples.
But.
You know, maybe it's because of the rendering this way.
So we have more samples and maybe we see the line
that's in line over here.
Listen to this.
All right.
I don't see any line over here.
We can go to every seat in every.
And now let's go to cycles, see if we see this line over here.
There is a line here.
But.
This line is not visible.
It might be because of the sample.
Let's check the light path and let the skis in on fault.
So it's okay?
I think it's the sample.
Let's, uh.
I think this is okay because we have this.
So this should be okay.
You can also here in the should and what you can check.
And draw the lines much more accurately.
Okay.
So now let's go.
And now let's go to the color.
And now we're done with the pump map.
Now the save the bump math.
And now let's go to our color.
Over here is color.
And now I want to color this area over here to black.
So let's go to our color and let's go to our characters.
You will get this is a default form, so let's see what we get.
With the default one.
With black, we get a brownish color.
So let's set it to smooth.
Now let's see what we get if we change the color here.
And if we change the mix to darken.
The blending to darken or linear burn.
It tends to something.
Brownish color.
So what we can do is change it to whites and change it to mix.
Let's make it white.
Now, let's see if we can make it blackness.
Now something black.
Let's go to Erie.
It doesn't seem black to me.
The changes factor to zero and I'll try the black.
Now it looks.
So let's do one thing.
Or here.
I'm going to duplicate this shader over here.
Okay.
I'm going to move all this over here to here.
Okay.
I'm going to connect this color to this color, and then I'm going to duplicate this pump map also and
duplicate it over here.
Let's try if this works and connect this one to height as well.
To heights connected to heights.
Please connect it to heights.
And the normal.
To normal.
Let's make a period of smaller.
And now let's delete these mixers, delete these mixers and connect our color that we made to base color
over here.
The base color.
And then for this one, connect our bump to height.
So what I'm going to do, I instead of mixing the notes, I am going to mix shader notes.
So instead of mixing the texture notes, I'm going to mix shadows.
So I mix the show the notes, and now let's go and see what we get.
So now, as you can see, maybe there is a difference here.
It's true.
Now.
In this area.
But there's still.
Combines it with this one so we can.
Let's see.
Let's see here.
So we have this note and this note.
You have to bomb.
First connect this on to The Factor.
Oh, Wolf, I think we need to do with what we have seems.
It might take me a little bit longer to figure out what nodes to combine and also it I'm not going to
do that in my poll, you know, so I'm just kind of.
With the blending modes when these various.
Or actually, I can.
I said, I can't go to this fabric over here.
And maybe she.
If I could run it.
Or at.
A best seller over here.
Basically over here and.
This.
Now combine these two.
It's.
Okay.
We can we can go and discuss this and we're going to do this by hand.
I'll fix this hands.
I'm not going to put too much time into figuring out what to do with the colors.
Sometimes the best way to do things is just doing it, doing it.
It might take more time to figure out these things.
So now let's go ahead here and select this color and let's.
The results of which.
She?
It's.
Liberal register struck here.
And let's do this.
Let's go to solar mode.
Well, x symmetry is on and.
Let us paint in this area.
Try out line.
It's.
She's.
Not
so space.
She's.
It's.
Shh, shh, shh, shh, shh, shh, shh, shh, shh.
Well, let's see where we get.
Better now.
Increase the resolution here.
See what we get in this area.
And don't forget to save the image.
So I'm going to save it as opening our floats full and jacket's base layer.
Basically because of his color.
He.
So I think I see that as the same as again.
So now we have it saved this fix.
Some of the stuff over here.
And now I'm going to use a much softer.
Rush.
For the ages.
She?
Not as much more nicer.
So let's go to savers first and let's go to rent remote to see what we get so it cycles
it's.
All right, that's good.
I want to do something about this area.
It's not too much in sight.
So let's go to Scott.
What they do and I'm texturing when I see some, uh, some ways to improve the mesh, I just switch
between Scott's mode and other modes, and I need to see the viewport in here.
All right?
And I need to go over here to sculpting to.
Right.
Somehow I saw a school here as some don't do it at this school back.
Now we have this.
Okay.
Right now we have this.
Let's go to scope mode.
The safety match.
Do not lose this things.
See new images since the sale of the gain as opinions are followed for jacket base color.
So say that again.
And now let's go to Scott's want.
That is because the shader models that we.
Chance to combine these two together.
These
are the same results.
Over here.
So I'm just going to disable this and use mix or being now.
It's.
She?
What's.
All right.
Now he gets the same result as see if it fixes the problem or it doesn't fix the problem.
Uh, maybe, uh, I save the wrong texture, so it's not reading that texture through school way.
Here you have the pump flap I made to make to base color.
It's open our base color that we saved over here.
So this one check at base color.
And I was seeing those.
It seems that doesn't work.
Just do it without the colorism.
Scott is Scott North.
There are sharp.
This enables some stroke and let's make some.
There is a definition between desires.
I don't want to use a very big.
Every little.
Radius because it's going to make a very unnatural line in this area.
Then I'm going to swatted between these two because this area is actually sewn together.
So it's just going to be more smooth.
And now let's do the same thing in this area.
It's a bit of more the finish line than what we have.
All right.
And I'll fix this.
Sure.
We have here with grab brush.
The Civil War if we are not encountering any problems.
And that's good.
So let's go back to texturing.
So let's make sure we are selecting this one.
Check out this color that we are painting on.
And now let's go and paint this
as well.
Yes.
It's just.
Shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh, shh,
shh, shh, shh, shh.
She's.
Save their match.
Scott A solid month.
So it wasn't, like, too much.
Just.
Okay.
So that's change.
All right.
Now, when that is loading now, also, let me pause the video now, because Blunt is not responding
for now.
It took 5 seconds for Blender to respond.
Now, let's see if.
It does
so because I'm recording, uh, just a little bit like.
So let me pause again.
I'm sorry.
I forgot to reduce the level of a subdivision level.
So that was what?
But it was well, it was lagging.
Well, as you can see, we need to see some of the edges increase.
It's a level two.
It was on level four.
So that's why it was all typically like so that's good enough.
So it's good to hear and see what we have.
All right, that's good enough.
So I think things are really good.
Let's remove some of this stuff in here.
And let's see and go around fixing the problems.
Okay.
Don't forget to save and save your blender file as well.
And now let's go and mix some colors throughout the jacket like we did for the party.
Let's go to flat color and add some of this color over here.
So I'm going to remove some of this truck and draw on here.
Let's go through here, see what we get.
So this is too much.
Let's bring down the stretch.
I see that we have a very soft brush over here by bringing down this chin, as you can see, the.
The effect is to.
Too little, but it is their line that they have painted.
Now I'm going to control Z, so watch what happens.
I don't know if it going to show in the recording, but I definitely saw the change for present control.
Z You see that the tent, the tents, white tents was removed from this area is going to make changes
too.
But right now we have to change little bit of these colors.
We have solar cells got to exclude the whites, pure whites and added to our policy.
We have it over here now.
Let's try it with some whites.
Yeah, I think we need some whites in this area where we should be very, very, very.
Subtle like this?
Yeah.
Like that.
So let's go to here and add a little bit of what's around our jacket so it doesn't look too solid.
Color makes some whites around everywhere.
And now I have to bring down a little one.
Now this is much faster.
This little bit of variation has been added to the clothes.
The jacket.
It's.
I forgot to enable temperature mixture that is Singapore.
It's a shame that it was used for radiation in the Persian as well by us.
That's alright.
It's good to render realist.
Add a little bit and this area to
and around this area which the fabrics are sewn together.
Now let's go to let's go see.
We'll get now as you can see, there is some difference in the color and that's what we're going to
go through rendering and that's all right.
So now let's add another color.
So we have blue over here.
So this adds some yellowish color over here.
And this is essentially 100% want to see the effect as 100%.
And on this decrease, it's something like this to see the effect.
So the effect is too visible.
So this decreases furthermore and let's use it.
And now this was supposed to go to solid color, that color over here.
And now it's some yellowish color to check its.
Six.
So some yellowish coloration in the jacket.
That's as close to rendering view, as always, to see if you're not adding too much color.
And now let's go back over here.
The next thing I want to add is a little bit of brown color.
Brownish go like that.
And I want to add some dirt.
So I'm going to put some dirt in your eyes.
If you if you're familiar with that.
Me, I'm going to put some dirt on the jacket of Spider-Man.
And so that's going over here.
And again, this see at 100% stretch.
This is will give you more who is just strange.
It much a strange.
Not too much.
Let's increase it.
It's.
I think this is what they want.
This is quite cool.
Excuse for random violence to get our interview.
Yeah, this is really good.
It's strange over here.
It adds a little bit of tense on the surface over here.
That's some tense over the surface.
But with this one, I'm going to use a mask.
So this use a mask in your mask and only use a new mask over here.
Let me let me pass the video and prepare that.
Oh, all right.
So now out of, uh, of, uh, put the alpha into the folder.
Project folder is open.
I named that done.
So these are some just some dots or here.
Just some dots.
Nothing fancy.
Okay.
And then I'm going to change the texture to reapply and I'm going to draw with these dots.
So if I go to render mode, if I increase this change 100%, I try to draw it.
Now I'm kind of drawing some, uh, some, some dots.
That's what I'm expecting.
Let's make sure the texture is of only the dots and the selected dots, and we're playing.
And that's all right.
So let's try to color it.
Let's save our image first and with school.
And it's too soft, I think now now we're getting the color, the name for color.
This area, as you can see, I am coloring some some brownish dots in this area.
So go here.
As you can see, some brownish dots.
Okay.
But I don't want it to be too much.
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
go to the strip to show you some other things that you can use guys, and you can change the jitter,
increase the little bit.
Now the randomness of these dots are going to get increased, the set to something more to see how it
does it.
As you can see, there's much more randomness in these dots.
I'm not going to do it much.
And then now I can go over here and set it to random.
This is the viewpoint I set it and click on this random button over here.
And this is going to make so much random dots.
You know, this is making so much random notes.
And that is what we need to render to see what we get.
All right.
As you can see, you're getting so much interesting stuff on the surface over here.
Okay.
So I want to decrease this a little bit.
And now let's start drawing these dots, these black dots on the surface to make it more interesting.
The jacket shouldn't look too new.
Then it's just Spider-Man.
And in this Spider-Man, it's just a teenager.
So we need to fix this later on.
But is this a teenager?
We need to make sure that it's not too new.
It's been in in some places.
So no school to the sleeves and added to this area.
Choom is much more in this area when it's exaggerated in this area.
Just.
This is something that adds variation to the surface of your clothes.
As I said, the name, the name of the game is actually just adding variation.
That's all about texture, texturing, because texture means that it has some layers of different colors,
different things, right?
You need to fake that with these kinds of techniques.
Just adding variation varies and colors.
Use different alphas, even use these ones as I use random and jitteriness.
And that is going to make a lot of difference.
We can even increase the spacing is going to increase it.
If I'm not going to do that, as I said, I'm going to make it too slow for myself.
And then here I need to add more.
Okay.
Let's go to the rendering and see what we get.
Now, as you can see, we can see some dirtiness on the surface of the jacket.
Now, it's not too perfect.
Let's get this cycle to see what we get.
But before that, we should have saved.
Remember to save your base color.
To not.
Lose your walk says change it to every.
And.
Yeah, that's all right.
That was remove the texture mask.
And the last thing on that one, too.
I know it's a bit of blackness around these areas over here, so when I add some blackness around these
areas.
So let's go to rendering to see how much blackness it is adding still, much as I can see.
Let's decrease it.
Also, I need to make it much more softer.
Now see, it's much more softer.
Let's decrease this range, decrease the radius, and that was paint on it.
And then I think some blackness in these areas, it's.
Next.
I need some blackness in the fourth area.
I'm going to increase the level of effort, save my image so I don't lose my work.
Then add a little bit of blackness color in the areas of the fold.
She's.
Shh, shh, shh.
All right, now let's go to our blue color and fix this problem we have over here.
Okay.
Now, I work on the ready, but I want to make this area a little bit softer.
Well, let's not forget the safe.
She?
And are we getting closer to one hour or so?
I don't want to linger this this video.
Furthermore, let's decrease this level of support and let's the same thing we have.
That's for the body, which is the ambient occlusion.
I'm just going to copy it to make it faster.
And then let's duplicate this, get it over here.
Connect the color around to factor color to blackness.
Control shift click to see what kind of.
Thing we're getting.
And then let's set this.
Well, you said the vote is going to be Sandra Bullock and is not going to be seen.
So these are the areas that is going to get affected by ambient occlusion.
I'm going to increase the limits of digital to the last one.
So you would also consider some other places A wants these to be also included to the ambience.
So for this one, I'm just going to go with a bit more exaggerated.
We'll see.
We'll see how much exaggerated.
I want to go, but these areas are the fault areas.
So I want them to be to have some ambience because it's cooler.
Some little ambience.
Well, let's see what we get after we connect this.
So now this is the saboteur.
So let's go to IBI and turn it off and on to see the difference.
You can see those ads in these areas, which is very clear, which is very good.
But I don't like how ads are being too much in these areas.
This decrease the ambience in here.
And that's good enough.
You can also.
Change a distance over here if you want.
What's this?
This is the same thing we have over here.
The distance over here.
We can change it to make it more visible.
So that's okay.
This area also is okay.
Now that's.
That's alright.
Can you have a longs heroes roles and a school?
You can also go to a sculpting, uh, in this line that we are in a bottom up, which we can see, unfortunately,
we can add a little bit of sharpness, but I'm afraid it's going to be too much that's going to exaggerate
too much and just not going to do it.
One other thing you want to do right now is.
To make this a reality.
It's a loser.
Yeah.
I mean, I was a bit.
Not too much, just rates some because I'm just going to detach it from surface, make it detached with
the grout brush.
So it's just floating the area with the bit.
Obviously, we have to adjust more in the.
After the pausing.
So now that's better.
That is much better.
So, yeah, that's it for this video.
Now let's go to let's not forget to save our base color.
And now you're ready to go to let's go to cycles and see what we have until now.
So we have texture, the body and the jacket.
And as you can see, it is looking much better is looking.
Much nicer.
All right.
So that's it for now.
In the next with you are going to textured the so too.
Then goodbye.