Hello and welcome back, guys.
So let us do the texturing of the shorts over here.
So let's go and started so on to make the protocells a bit faster.
So I'm just going to go to our jacket over here and then copy and paste these things over here.
Except.
No, actually, I want to pump on the fabric.
I don't want this base color.
All right, so these are left in it.
And I want ambient collisions, so I'm just going to control C two, copied and pasted over here.
Let's leave it like this.
And then pasted over here.
Okay.
Now.
You can go ahead and connect this bump to bump because I want a similar material.
You're just going to play around with the.
These are the pumps, as you can see.
You can just play around with the well, with the numbers and all that.
Okay.
But now let's go to let's go here and the change of level.
You put two one at the one point, the two that change the level, of course, of all of these two,
one as well.
So one that would be much more responsive.
Okay.
And now let's go ahead and go to touch your pants and then go to work as space.
And let's add a base color.
We're going to call it shorts.
Base color.
And this is going to be the color that we set over here.
All right.
Or actually, it's a different color.
So let's see this one.
And then base color control.
We have this space, this as the base color.
I'm going to click on 32 bit floats to have.
It's a higher quality and then it automatically connected to the base color.
But I want it to be connected to this mix note over here.
So to the second one and then this mix note, which is the a bit of collision not.
We're going to mix it with the base color, which we mixed with the fabric pattern.
And then we are going to connect.
This gets to the base color and let's see what we get.
We get the this result.
All right.
So that's not bad.
Let me bring in purify.
So this is our purify and.
Yeah.
We need to make it a little bit darker and it's a bit more green.
So as to that school and.
It's good to hear over here.
It's good to feel.
And then let's copy paste our color, which we copied earlier.
Let's make it darker then.
Let's feel it.
Okay.
And then let's go to Hue and go a little bit toward green.
So as you can see, I'm changing it all the way toward green.
I was fully thinking to get a little bit more closer to the color of the shorts that we have over here.
So let's also.
Change it more.
So I don't want it to be too green.
As you can see here, it's not green.
It looks like gray.
So if I see other people's works as well, it's more toward gray.
So I think that's the right color as well.
I'm going to turn it toward gray like this, like what we had earlier.
And this is pretty cool.
Let's make it more black by reducing the value.
Now you have something like this.
We can even go further.
Have something like this.
Okay.
So I think that's cool.
You can you can decide how it's going to look.
It doesn't necessarily needs to be perfect and match 100% with the rest, but you need to not very too
much like you can use red or any color.
But yeah, this is good thing.
Think I'm going to change the earth a bit toward green again to see it as a dark green color.
Like, I think that's that's the best color for these shorts for now.
All right.
So filled it and start color on it.
But don't forget to save it.
Right now you're in the jacket.
But I want to go to the base layer of this one shorts base layer.
So select this across as I'm going to keyboard and press shorts and this is the UI, okay.
And the present image save as and I'm going to save it as appendix R and then this fluid through this
maps folder and save it as it is right now.
Okay.
The symbol in there as well.
Now, our karma is set by.
As you know, we have work to do.
We have to go to flat.
And I can see the color is now looking too much flat.
So we have to go again to the curves, bring down this one.
So you go to this one, this preset over here, and then bring down this hand all the way down over
here.
It makes the brush much more smoother.
So if I draw on here, you can see that brush is much more smoother.
Okay, then we can change it to whites over here.
See the results?
As you can see, it's too much.
Okay, so I can change this.
Change something like this.
All right?
So decrease this change as much as we can.
And I want to add some white patches.
So let's go over here and add some white patches to some areas.
I think we can even go lower than this.
Like all points.
One is good.
I'm just drawing a little bit of white patches in areas.
So this to right, this is actually zero.
So let's change it back to 0.1 and let's add a little bit of whiteness in some areas, add some variation.
Right.
Skirt to but superior to see what we get.
And now we have a result.
Let's go.
And I want to go to my colored preset to see what we have.
I want to add a little bit of yellow.
Let's see match preview first to see what we get when we color on it.
So that's fine.
It adds more to the color.
It makes it to be not to be too, too clean and too new.
So I don't want the fabric to look too new.
All right.
We should have some damages, some dust on that, all that.
Okay.
It's good to prove you.
All right.
Now, let's set on this color and see what we get, and we draw on it with a much higher value.
So because the calories toward black, it doesn't difference.
A lot of difference.
But as you can see here now, it's adding a little bit of redness.
So that's that might do what we want in some of these areas.
I'm just gonna add some redness in some of these areas.
Again to add more variation, so decided we had to see where we added these things.
All right.
Now it looks much older.
All right.
So now I want to go to Brown and Brown.
I want to use our mask over here.
So let's click on new texture.
Color here is texture over here and new and open our texture, the dots texture, and then make sure
that the texture is disabled.
And we want to use texture, mask and select our texture that'll be imported.
So now we have you plain over here and the actually says it's random and check this box random and we
go over here to space and we increase the jitter.
This makes it much more random.
All right, now we can add stuff so we don't immediately see it, but it is padding some dots, I presume.
And maybe the gesture is too much striking.
Yeah.
The texture mask.
Yeah.
So let's try it with both of these shoppers.
Yeah.
Now we set.
Now, let's go to my preview to see how much is affecting the area.
And here it is.
Too much.
So let's make that half right there and let's make it go down to not be too harsh.
Let's try it again now.
As you can see, these dots now are much better.
They're affecting the color, but not too much.
They would be too visible.
Too noticeable.
And now let's add these dots.
To the surface.
All right.
Okay.
Well, that's good.
So I want to connect these pockets down to the shorts to make it to make the color the same.
So I'm going to press on.
So I think the material is different, right?
Oh, the battery is the same.
But those can make them.
Let's see if you don't have any modifiers.
And now this connector.
All right.
Now let's go to texture paint.
Let's grab this color over here and draw on top of this.
And let's make it.
It's a bit.
Sharper.
The same texture mask.
I was colour on top of its.
Okay.
Now let's do this one and scoot at some variation to the pockets as well.
The syringe was too much, so I'm just adding some click colors to the base color.
We just did.
Let's go to solid color.
So the material is not too much white.
All right.
So we need to fix that.
Let's bring the strange and add back a little bit of that green.
And now we've got.
For us.
The same thing over here.
Now add some whites in this area now.
And this area is to.
But this is just one color.
I don't like it.
So it's just some color with little strange.
All right.
So the two pure black and also the two on it is strange to see what color we get when we color in this
area.
So more toward red, as you can see.
So.
Let's go make it to the middle with a bit.
Make it to multiply, to see what we get.
Now it's much more darker.
All right, so want a little bit of darker areas in the folds?
In the area of the folds, I'm just going to notice a bit with very little pressure on my pen.
A It's a bit colored, these areas where we have some folds.
Okay.
Now I'm going to use something and a little bit softer in between the colors over here to make it more
blending with each other.
Now.
I think this area is looking too much red.
Okay.
So I'm going to.
Grab this color with us and then paint this area a little bit.
So it's a bit lower.
Strange and the very soft colour painting on top of the blackness we did over here with the original
colour, which is like this coloured green colour.
To make it more blend with each other.
So I don't as I said before, I don't want something like this, something that is too strange.
Something like.
All right.
Not to stray too strong, but sometimes when the hue and the situation is very off, we have a full
strength, that we have a sharp
fall off.
We get something like this.
I don't want an effect like that because that's how it works.
Okay.
We need to blend things each other so we can even use this and bring down the strange.
Then use this red, blue and this black and green with each other.
So, as you can see now, I'm blending these two colors together.
It's red.
Let's change it back to mix and but mix.
It is too strong.
We can change it to screen to make the blending much more nicer.
Okay.
Now, let's again grab the green color.
And I want to first save the image and I want to make it.
A very consistent fall off with a consistent fall off.
And I'm going to do one strokes like this from low to top.
So would be blending much nicer between the colors.
Increase the stress with shifts on holding shifts.
As you can see below this trend, holding shift and an increase in this strain is going to increase
this change much more precisely.
A school knows it is higher in the strange and I was pulling colors much nicely nicer.
All right.
That's good.
Next thing I want to do now is a with a brown color like that and with a follow up like that.
So it wants to add a little bit.
Let's increase the value.
Let's decrease that.
I don't want it to be too visible.
And now I want to make these areas a little bit more towards red and brown, because these areas are
much are much.
There's a much higher chance of these areas are going to just dust is going to sit on these areas.
Okay.
No, that's quite all right.
I want to go here at a points lamp.
Increase the radius and increase the power.
Like something like, uh, 200.
Right.
With, uh, with the light like this.
Want to see how it looks?
Like is there?
No, when I while as if there is.
Too much wetness or anything.
Okay.
So like this.
And, uh.
Just remove this one.
We need to make our own path.
So these lines over here are not correct?
Correct.
We need to make our own bump.
I think it's a little bit too much.
Of redness in this area.
So let's grab the draw brush.
I know it's a sharp fall off with green.
In Greece, a strange peace was drawn.
It's all right.
It's going to destroy it's all right, but it's going to leave behind a little bit of that color.
So that's I think that's going to be much better than what we had before.
It's going to see.
Yeah.
And as you can see, color is.
It's much better now so we can do more in this area.
It's often.
Don't forget to save.
It's often you.
Make the bill and things in these areas a little bit better.
Okay.
Now let's go to our workers facility here and make our bond smart.
So I think to keep enough is enough for our purpose over here.
And it's a bit, you know, kick in, okay?
And the bottom map should be here.
As you can see, we don't need the bump vector.
So I'm going to do it that we're going to do the same we did with the jacket and island and the hoodie
and all that.
And we're going to click on this connected to the color.
And now what I'm going to do, I want to make the same thing we did with the jacket in this area, and
we're going to make some dents in this area to do that.
If you remember, we need a black color, all right, with a Horace range and then make sure that you
have no texture.
Set it to line.
Set the fall off to
something like like the default one, I think is good enough.
Now see where we get.
Whereas let's see.
Anything maybe increase this strange.
This connected directly to the pump vector.
And to see much better what's worth doing.
So I don't see anything.
This kind of object would then go to section one again.
All right, because it's set to screen.
So I think that's the problem.
Yeah, that was a problem.
So we can do it even better in this view.
So a line like this and let's go to Material Preview to see the result.
And obviously we need to tune it down.
Well, obviously this is too much.
So set.
Make the radius to be much lesser than it was.
And though it's a long brush, we're going to do that.
Let's make sure the accessories are, which is not.
So I'm just going to do it again and do it like this.
All right.
Let's check the other side.
And I think that's good.
And now just make it in the back as well.
We don't need symmetry, so let's make it in the back.
Something like this.
Okay.
Now wants some bumps in the pockets as well.
So let's test this first.
Want to test the radius first and then I'm going to use curves for this purpose.
So I think that's a bit lower.
I think that's fine.
We go to stroke and change it to curve.
Make this first handle, make the second handle.
Make these to be straight lines.
This and the move it or this one here or this one here, control right here again to make another handle.
Make it straight over here.
Make it so that we care in these areas.
And make another hand.
Make this and the move to this area.
This will fix some history.
Consumer rights to a game.
Or a mistake.
I just zoomed in.
So let's set it up again.
You have to be careful not to zoom in.
I just forgot about that.
To move around the resume.
Meaning you just have to be stationary.
You can move.
So I'm just going to zoom out a little bit.
Let's move these again.
Analyst Press enter and
we can press double A to remove all of these curves with X.
And I think that's good enough.
And the other on the other side is good enough as well.
So we can fix this line over here manually.
Like this.
I actually score with space terms, double stroke and do it with a curve like this.
Okay.
Uh, the same thing with the line in the middle parts over here.
And let's save our punishment.
So as.
Ping.
She's fine.
Well, we can change it to Albany, sir.
Would you be a fool and shoot bump?
Ah, and our maps saved.
And now let's make something like this here.
All right.
That is fine.
This is the same thing.
No, actually, this area is not sewn together.
So this is a yeah.
This is one fabric over human fabric over here.
And these are sewn together with the fabric above which we don't see.
So that's good.
Let me do one.
One more time in here.
In the middle lines.
Let's go to France for you and it's line.
We can easily do this.
So this is very, very little.
Let's make it a bit bigger.
And that's fine.
Let's go to rendering.
Consider the results.
And that is fine.
That is very good.
So now.
All right.
So that's good.
So nice.
Connect these two together.
So this one, two, color one.
And the subject color two and the mixed naught two heights.
All right.
And now let's see.
This changes, as you can see.
Now, we have combined these two together.
So that's good.
I'm much nicer.
Okay.
So.
Let's save our bumps over here and make sure this store is not on your on your image over here.
It means, as I said before, it means that your map has not been your map has not been saved.
Okay.
I think that's good enough.
So let's stop it right there.
And in the next one, let's go and finish the shoes.
And with the shoes I think we are done with the texturing.
So until next time, goodbye.