Blender 2 91 Shoal Fish creation 2 Uv mapping Shading

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in this video we will manage the uv editing and the shading of our model so the first thing we need to go we need to do is the uv editing to can give the informations of the mapping of the here of the geometry we have and how the 3d space will become a 2d space so for this case it will be pretty simple as we have a very good reference image from side view okay so this image here we will use it to create the texturing of our model and what we will simply do is project the geometry of the model on the side view and like this it will match perfectly the image but first of all let's go into texture uv editing here for doing that so here you have to be in edit mode and in autographic view with five uh with end here i will just enable again the show screencast keys yes and going inside view here and what we will just do we just select here the everything all the geometry of the fish in right autographic view so with three and five and instead of using as if you know a little uv editing instead of using um wrap and put seams everywhere to unwrap the model we will just project from view and it will be simple like that so we just project from view just like this as you can see it will match exactly the geometry that we have and the space that we have here okay so we have exactly the same thing now into the 2d space so what we have into the 2d space we have something that with two vertices everywhere we want we have the one in front and the one behind exactly as the 3d model here what we would like to do now is to match this with the with the image texture so now just go there and let's put back our sea bass image and you can see that now it will distort the the result of our projection because here we have an image that is not square if it's a square it will not deform but as it's not the same the same ratio here it will just kill the nice projection we had so just what you have to do is make s select everything here and with sy you will try to match everything with global s and just by moving the vertices here you will try to match as much as possible the result that you have okay just remember that in 2d space you don't have any z angle it's only x and y okay so x and y like that so like this if you want to make s y it will make this don't try to make a z it doesn't work there is no z axis into the two display then we did match almost everything maybe a little sc like that really match the geometry then be careful of their detail seems good here maybe a little as x as well very little not a lot energy y very so yeah this part is very important because we really want to match the texture behind so if there is for example here a space that will be with with our pixels it will not work for what we want so what we want is really to put all the pixel all the vertices inside the pixels yeah but only for the body part for the rest for the thin part here we will not manage it like that we will use the transparency here but for all the rest here it's important so you can select with alt left click we have the same functions more or less you can select with all left click to have a full a full loop and with sy just manage it like that okay and it works more or less exactly the same than the 3d space with the same shortcuts here with sy again so this i really don't want to be inside yeah you see i really don't want to be inside the here i really have to be inside the pixel okay good and yeah let's make it like this everywhere it seems here it's good here we have something we can use to the proportional editing and just by selecting just over this just like that you will can move it and with the influence of the tool you can manage it as you want okay so this space here has to be inside it will be better and the same for the mouse here i take just the corner and by moving you can manage it let's say in more organic way okay and yeah on top here it needs to be set up well here it's the same more or less and just like that you will have yeah something inside the pixels for the body and for the same part uh over there we just keep it like that because we cannot model anyway all of this little details if you if you want to make it globally so just this one yeah this one has to be inside and now we are good so try to not move too much what you have uh as we did follow as we did follow for the modeling uh the the reference image so try to not move too much okay but it should be like that in the end so you have a good uv mapping that we can use or our shading after so this is the first step uv mapping is done now we can go into the texture paint so into the texture paint not the texture paint shading sorry so now we are into the shading mode we will create just a new material this might this material will be will be cbc base okay and what we need we have as you can see into the principal shader we have a lot of slots that can be used to give some information so what we will use into this shader is the base color here so it will be the base color of the object here we have the metallic option to give some metallic reflects for all the scales it would be good to add this some specular to its kind of reflect but not metallic way and the roughness will be important to manage too because we really want something shiny as much as possible and here we will manage to the normal informations to give to use the texture and transform it to normal map to can make something that will fake a little the details of all the scales the little scales and the detail of the fish so to do that uh we will just need our texture okay so the first thing that we will do here is find our texture and just by click and drag the little icon here i will have now this texture available when you manage the node here i really recommend you to use into the preferences to use the node wrangler add-on it's really something important to just enable this it will help you to manage the node just for this for this thing that i will show you it's already very important uh you it has a lot of functions of functions but really the the best is control shift click on the node and you see directly what's happening there control shift click on the node you see directly what's happening there and uh yeah it helps a lot to manage uh to see um what this node does and and again the next after so we will add another we'll just click and drag the color here and yeah as you can see now we have our texture into the object and it works pretty well you see even if it's protected view maybe on top we have little artifacts there but really from side view and even it it's really good over already for low poly but uh the first thing we will have to manage is the transparency here of the fine part okay so what we will do you can see that is black by default here what we will do we will add another shader for that the shader will be the transparent now the transparent one okay we will put it there and you can see that you have two slots that goes from the c base png here the first one is the color informations and if you ctrl shift click another time you will go to the second one that is the alpha informations and will give you a white information for the pixels and a black information for the transparency here and that's what we will use to mix our transparent and our principled shader so we go to mixer shader there's two shaders like that okay and to see the transparency of our model you just have to go there into the options by default it's not enabled into blender for ev and you have to enable it so let's go let's just go here to alpha blend or alpha click alpha alpha clip usually i prefer alpha clip for this task okay and we go for half a clip here so here it's non-transparent here it's transparent as you can see and i will use this information of black and white to manage uh the slider over there so i just click and drag there and with ctrl shift click here i can see now that my fish is totally like i want okay i have the same parts that are transparent around so perfect we have already something interesting uh here yeah i will put sorry guys i'm sorry when i change when i'm when i change here on the interface it doesn't follow with the screencast keys so i enable it again and like this you will have here the shortcuts that i use okay so we have a first basic shader but we will make a little better uh the second thing that we will do is create a normal map so we have two way not really yeah a normal map let's see we have two ways of using the normals here we could use the information that goes from c base here okay the color information transform it with a here converter color ramp and make it black and white just like that to give some values that we will use into a vector node that the name is bump and it will create here if you put it into the height here you will create a kind of normal informations that you will uh you will just plug it here and it will give this kind of crazy thing maybe it will need less trend anyway but i don't i don't feel that it's really the best way to put some uh some details you see it's really pixelate you have a lot of little noise and so i don't i don't really like it over there what i prefer to do is to convert the image that we have directly into normal map a real normal map so what we will do for that i remove these two nodes because it will not be useful what we will do for that we will go on internet and we will use a special website that is really handy to do that we have here the website is smartpage.net smart normal okay so you load the image you have here it's the c base i did it already as you can see and here it will give you directly a nice normal map you have some tweakings here you can manage the bs to increase the intensity of the normal map more or less okay and you can manage to so the inverse air and the invert g will give you uh yeah so if if i invert g for example you can see that it will invert normal map it's not really what we want same with the invert error sometimes it works sometimes not but here for that we will keep it like that we will just here enable the blur to remove a little the noise we have behind but it's a little too much by default maybe i will decrease it to one something yeah like this it will be good so without the blur with the blur okay we don't want all this extra noise that we have a little everywhere so whisper it helps to to give only less fine details and yeah we have just with that something that is already usable okay then when you when you did you need to finish the tweaks of that you make a save and you save you have a new here okay so i will just open it into a new window or yeah yeah open it i don't know why it doesn't work to this window so i open the image into a new window here and this image i can finally save it okay then me i did it already so it's sea based normal but you can you can use the name that you want and save it into the same folder like that into blender now let's come back to blender we can import our image so what i will do i will just open this image here and going to see base normal and open it you can see here the little image just like that okay with the thumbnails and i can open the image just like so when i have it into my interface i just have to click and drag so it's a way to open images in blender you can use this interface too you can add a node here input you can add a node texture no image or is it it has to be an input texture okay image texture and you will just create a new new node and open it from here it works too uh whatever use the one that seems the best for you so what we have here it's this inf there's informations okay and we would like to plug it into normal but if we plug it into normals directly it doesn't work at all so what i will do i will just tell that it's non color data and i will use a special node here it's the normal map here that you will have to put between the two okay it transformed the color informations into normal information you can see the result here and it gives quite a nice result here you can just remove a little if you want with the intensity of it with the strand so maybe a 0.5 for 0.5 for me will be will be enough to see the results really on the geometry you can remove here the sea base and go into darker color yeah and here you see really what's happening with the normal map okay so without normal map with the normal map so it helps really to have something good i mean i will yeah increase it to 0.6 i think so as you can see it works pretty well and if you uh watch after the transparency you have really something for lopoli that works yeah quite good so now that we have what we want we will just put back the color here but we have two other things to manage we would like to have something with metallic reflects and specular reflex and some special rockness so as we want something shiny that really reflects the light we will remove rocknet here and as you can see directly you can see yeah the reflects on this we will increase the metallic as well at least at 0.8 uh to have to see a little result so you could keep it like that and it will work but what i don't like in this kind of of uh yeah in this kind of shader it's that uh all the parts are really shiny um but from from another perspective if you watch the scales or this case of fish it's shiny only into the top of the scales and not for the rest so um what we can do and what can help here it's convert the information here of the color map here and transform it to black and white as we did try for the bump node here and uh after that we will can change it and tweak it here if you want more white if you want more black okay you do what you want or if you want more gray you transform here the white to gray and it will change the intensity value and as always the white is one the black is zero so if you plug this to the metallic option all the white parts will be shiny and all the dark parts will be not shiny and i will make the same thing for the specular as well okay now what you can see is that only some parts will reflect and give this nice maybe a little more roughness not a lot okay and if you want more black you can see that only only the white part will reflect and it will give a kind of better result maybe i can put it on white to see a little more what's happening as you can see here only some parts are reflecting and it starts to be interesting yeah maybe maybe as it was actually it wasn't bad so if you want more more white you can see that it changed the values as well but it seems okay for me with what we have only some little reflections maybe a little more but not that much good so now we can plug here the color back and we have our final shader you can see that it works pretty well we have some nice reflects we have the scales we can see the scales of the model by turning around and we can see yeah basically everything so this is the first step first step of the shading what we would like to is to create a random color by duplicating the model because we will duplicate this model a lot it's not really a duplication but it will be duplicated but by the particle system after and as we will create a lot of fishes like 2 thousand fishes to make the shawl so we would like to when i duplicate this model so with shift d i just make a few duplications i would like that the shading is not exactly the same from one to another like i would like maybe this one to be a little more bluish or this one a little more yellowish or whatever by default anyway i found this texture a little too much yellow green on my opinion so in my opinion so what i would what i would do anyway is to i would put here the color rgb curves over there i try to organize a little more there things that you can see a little more what's happening okay that it will not make too crazy things and yeah maybe i would increase the blue value here over there and if it becomes a little too red i come back to the red and remove some something more like that you see so what i will do i will make strong strong values like this like this it will be a big change and to see the result before and after what you can do is mute the node that you are using by m with m so if you use m before it was like that and now it's like that okay so you can change from here to another and now okay but it's still exact i did manage the global yeah feeling of the texture but i uh yeah they are still all the same so what i will do to manage this node the intensity the factor of this node you see that i have a factor value here i can decrease it or increase it as i want okay and me i would like to use it to use this factor with a special node that is here the input where is it object info it's here okay and you can see that here into this object info node i have a random factor here and you can see that it gives a different shade of grays uh between the duplications like if i do another duplication and another and another it would be randomly yeah from black to white okay and all those duplications like this if i put this random here over there and put back my shader on you can see that now i have different shaders everywhere and yeah because this puts a random information and put it there into the rgb curve and this rgb curves gives now the information to the principal and by mixing it with the transparent node i have everything i want now good so just with two textures okay we have already the possibility to do let's say more complex shaders more interesting shaders and now we have something usable directly as you can see we don't have a lot of geometry but it looks pretty nice from far it's okay we have you can just experiment it with the few uh the different ear scenes that we have directly into blender usually what you can tell you can focus to directly into with the film transparent option i it doesn't work with this mode i was yeah yeah it's only when you have when you have a real hdri but here i mean just you can tell yourself that if it works more or less with all the [Music] ambient scenes the hdris that we have here if it works with everything it means that you have a shader that will work and in that case it works not bad so let's come back to this one and yeah we will continue the the series of this uh of this workflow uh into the next video we will manage two things uh we will make the rigging of the fish and we will make the animation of the fish so to make a swimming yeah swimming uh swimming cycle yeah like walk cycle but with swimming so it's swimming cycle swim cycle i guess so yeah let's go for that and into the next video we will manage this and after we'll have a final uh that will be maybe the creation of the the creation of the particle system and the compositing and the lighting yeah so we still have some work we will have four videos in the end so enjoy
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Channel: yojigraphics
Views: 1,526
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Length: 26min 34sec (1594 seconds)
Published: Sat Dec 12 2020
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