How to create a Stylized Golden Bowl! Maya + ZBrush & Subastance Painter

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hello guys how are you doing I hope you're well all you are well this is my desire for you for this end year and well let's go today we're going to see how to tour a gold pot uh Golden Ball gold ball gold pot and I like to make this studies to practice and don't worry we're going to continue our series of the character the black mage character but today we going to study study a little bit about this story I like too much to make these studies so let me bring the the reference here let me load frontal angle let me check past the local file here concept and we're going to make this concept here just the gold part and this concept it's from sophiaa divin I think she's a Russian or yeah I think it's a Russian artist and I like too much so to to see this reference and search in Pinterest usually I save this this reference to make these little studies I I love it of course I make more character because my more characters usually I skip more characters and make more game characters because I'm a 3D character artist but sometimes I like to break a little bit and make some props or a little bit of environment short project because it's good to keep your mind active and explore new workflows and and have fun too because sometimes stay doing stay making the same thing all the time it's a little boring so it's important sometimes you break a little bit the this this Vibe oh awesome too this props really awesome I I like too much of this Rial visual too and this L League of Legends uh I really love this visual this gold props it's it's awesome so let's go hey guys just to remind you that we have new premium course every month uploaded on udmi and skillshare where you can assess a lot of different content for you learn improve and grow as an artist we have all of our course available to watch and learn from right now new workflows techniques tips and tricks and now it learning for industry veterans and experts you can check the description down here and skillshare is offering one three month trial to the premium membership with this membership you are going to be able to access all of our course and watch and learn all of these amazing things that we cover with all of the softwares so what do you wa for check our course down here below basically here it's a a very very short study so this prop here I like to start with a cube and then I like to apply a apply this move because I have all the fully Mash with quads oops let me check if it's recording yeah so I like to work with with this workflow because let me show you I can just hold um control shift sh let me check yeah or shift only I don't remember the hardk here to my so I go to mash and add move options let me set one sub division only oh I think two sub divisions let me test or three I think I can work with three three subdivision to create the base so how you can see I have all the MH with quads only quad polygons when I use sphere I have this part here and I don't know I don't like because if I need to move it or make some chain different things probably I have I going to I going to find this triangles and sometimes maybe I can have some problems so I prefer work with spherical shapes from a cube this is my workflow of course but well let let's go let's continue so what I going to do here is just try to find the the overall shape so I don't know if this this guy is symmetrical so let me see more or less this this shape that's good I think here can be and I I can delete this part top part here and I can organize and align this line and now I need to to scale this property here so I'm going to make more or less on this proportion it's not necessary to be perfectly remember that it's just to use as a reference and here I going to remove this one hold control delete this part here I'm going to scale a little bit and try to bring this this shape let me check here I can add other insert Edge Loop here to insert Edge Loop let me select the option and use the equal distance can be so now I have this well multiply and set one and I I have I going to have this equal distance so that's okay let me go to match play soften Edge why I have this Landmark here let me see soften Edge yeah I have this Landmark so let me remove this L let me check yeah it's better so what I need here it's these little p so I can do that or I can yeah maybe I can extrude it I think I can do it from this mesh I going to move on to zbrush to add that this landmarks here but well let me add the here insert Edge Loop I'm going to switch to relative can be yeah more or less this distance let me select all these polygons and extrude it extrude face let me see from this distance can be uh offset divisions let set two no I want a a division here maybe I could use the bevel oh yeah I'm going to work with that and I going to add an insert Edge loop again multiply to have this equal distance and here I going to scale a little bit to get this curette shape but here I think that it's more curad and not this flat this 90° I think that it's more curate so I can scale this guys here yeah and move up a little bit yes and I can scale a little bit more so I have this this shape awesome maybe the fness could be a little more more intense letting me scale a little bit Yeah on this way I don't know this proportion here maybe it's too big letting me change so here we need to apply this this artistic fing too so I don't know seems that the shape maybe I think this distance the tow it's different something like that more or less yeah maybe maybe on this way yeah let me extrude it control a and let me check I'm not happy with this diance yet so let press contrl Z and I'm going to try to fix it to find a a good shape maybe on this way I'm going to change it a little bit the from the concept so I think that this this feeling is better go match play Reverse let me check let me apply a new material can be B and I can set a letting me delete the history BL and I can set a orange color let me pick and try to pick a Rand color here more to Orange and increase the electricity specular increase it specular too we can change the specular color [Music] too and this aspect a little more this way let me see here something like that just to check the initial uh this part it's more flat let me move down a little bit this part here I don't know oh let me check uh I am thinking while I am doing the things so because that I I stay uh and this part here let me see this [Music] region let me scale this part here yeah this way more or [Music] less let me check yeah can be and I need to fix this part here let me delete this one and delete this part here too I think that we have this other part let me delete and now I going to bridge this laps Bridge so it's better can change a little bit the change the proportion here on this side Maybe so that's okay let me see let me try to find a a different shape I'm not happy with this part yet so maybe on this way will be better I think that here a Bev maybe something like point two let me check yes I think that it's better this little bevel let me reproduce the same thing here point two to break a little bit this shape and go to mash Place often Edge I think that's okay and now I can break this visual on zbrush into the zbrush let me see let me select this part this polygons and go to mash play and S an edge and here in Channel box s an edge two I going to set 35 I think yes 35 yeah I wanted this this feeling and I going to make same thing to this part here let me see yeah Mash play of an edge 35 let me check here yes I have more Market well let me check this part 30 30 can be I think yeah well this polygon here check 35 yeah can be let me check this other yeah 35 so that's okay uh now I can move on to I can move on to zbrush I think here I can add other loop maybe insert Edge Loop maybe here insert Edge Loop let me switch to relative and have this inner part A little better so let press crl z contrl z I'm going to repeat and set more less here I think it's better yeah so that's cool so now what we need to do is make this the details break a little bit the details and the T I think now that this part here it's still intense so let me check this part here it's still inflated so let me scale it a little bit more or less on this way yes now I think it's better so the modeling it's very good so let's go let's do zbrush let me go to Ed delete by history it's cool and let me open the brush here and use the go Z I love go Z create not relink I'm going to create a new press D and go to document let me first click on initialize zbrush if you want to my customize customize that you I just ask me and I can send you it let me go to go Z again use the go Z aesome press contrl n t it's kind of gold these medicaps I have made the download from internet from Google from this brush so it's a free medicaps but I going to use a normal Medicap let me see here I have this gold and all these stuffs but I will not use that I'm going to use can be let me see the skin Shader can be just to make this scul or let me see can be metal steel I think can be steel and let me pick a random color here but I think that for now let me change the light I going to use the skin shading just to model it because it's better to see and also I can use the render properties if I want use the render properties the wax per to change a little bit the aspect but no we're going to work only with that more or less this color more this way here yeah check more less on this way yes can be and let's go let's start the scul here so here into the brush let me press contrl D CR d contrl d just to check the elements that's okay let me press contrl Z and what I going to do it's Mark some parts so I want to this part more Mark at and yeah basically is it I could also use the dynames I don't know we're going to test with geometry and press letter P and also we're going to use the orbit crack uh pack it's from Michael vand he did this brush he provide this brush did a it was a a long time I think 2016 so yes did almost 7 years ago so who my God the time has flyed uh well and let's go what I going to do first guy I I like to I like to use the poly gropes and to to make some automatically poly gropes I like to use these groupes by normals let me test yes has worked well Gres by normals for the angle so it's awesome but this part here I need to Mark too because I want to mark it let him isolate and turn off perspective it's better to work and I going to remove this part and here I can hold control shift and select the deloso so this work flow let me let me press X it's the to activ symmetry this workflow between for example zbrush and Maya or blender and Maya it's very normal and we always are using it so I press control W that's okay so it's extremely important you introduce this new workflow for example if you are not using it oh for example oh Daniel I like just to use binder or only zbrush or only Maya it's not uh smart strategy you need to improve your your workflow and work with a lot of a lot of tools Cris PD contr D contr D contr D contr D six times that it's enough and here let's go to AR correct and let make this damage this details let me test this one no let me CR the T City I don't know oh I want something more opet the alpha I can change the alpha here try to work with more openet Alpha yeah let me see here yes I think that I need to open open this Al make different but well here for it it's enough or L on this way it's damage here we can use the let me see the light box brush flatten the where are you polish I think it's polish or clay train Dynamic it's the train where are you TR here let me test TR Dynamic let me see smoo border let me use this one to test no yeah can be this little damage let me test yes and remember it's not necessary to be perfectly un like the the concept it's more to get this different shape let me test it of course you can test other for example let me go to light box and use this TR Dynamic letter b or just TR Dynamic C or TR hole let me think I think it's this one yeah this string hole is better so let me test here can be that's good let me try to organize it let me see here this damage I think that I can make on this way or let me just press contrl Z and try to use the clay polish yeah Clay polish will works and then I can Smo um or use the high polish here inner high polish yeah to fix it I'm just testing CU then I going to fix it yeah it's an off Solar Press contrl z crl z yeah then I going to apply the high polish so here I can use the tring dynamic hole it's good to create some landmarks you can test others have soft trial this dream Dynamic it's awesome to create wood effect so let me see Mark a little bit more here and here too now we can break a little bit some this this spherical shape can break a lot let me use the false shading can be or metal Ste metal can be yeah it's better and turn off the symmetry so let me go to layer I'm going to create a new layer to control the intensity let's see turn off the Dynamic and can create this effect let me change the light more in front to see the this is smash Visual and work calmly here secret is it work calmly variations this little change and [Applause] details not too much it's not necessary to to make uh too intense it's more to break a little bit this this this perfectly SPH sphere this perfect perfect shape so we can just make more random here I think we could use noise too to break this this part but yeah it's enough this one here it's just I study remember that let me see in front I can smash make some damage to this part here too and let me see here too in back part these region here too let me create this part let me check yeah I want to create a lot of variation I can use the normal map to it's awesome to see it and I can let me check if it's enough to this part here Dynamic yeah I think it's enough here [Music] let me check yeah so now I want to something that I can break a little bit the flat part so let me see this back part yeah a lot of damage let him use TR Dynamic soft no I want to break this part a little bit maybe I can work with hypol too let me incre the quick save I don't want quick save TR normal yeah I have this TR normal yeah let him test string silver yeah I have some damage but it's not enough let me create this variation with Dum with high polish here and break this flat shape here yeah so we can these little details make the difference can make on this way here to create this variation so uh these little things make a lot of difference to the model because when we're going to apply the roughness to Gold aspect it's very awesome because clean goats are very cool but when you have this these these little details variation very aesome too because give um other visual to the project let me see here yeah and I can use the ARB crack too again let me check here are extreme polish to have this polish let me explore others or flatten Edge this one aome better yet but take care to not make a lot of Chang here because it's more kind of this part's more in the middle but well it's very strong stroke so take care with that to not affect a lot the model let him make it inner twoo but I like the tring tring hole oops too much the intensity let me reduce a little bit and create this spec here in there too so that's okay this part here too let me see this damage this noise that's okay I think it's enough and these little things make difference how you can see it's enough let me active again and use the orb crack I want to create some landmarks letting me use these other herb splash I can add here let me make this variation take care just it's not necessary a lot of this landmarks so let me see the other can be this one maybe here just these little [Applause] landmarks that's enough yeah try to bring it [Music] here yeah it's enough for me it's enough so what I can do now just see difference yeah let me save here 02 and the cool part how we had how we have used that by subdivision just let me delete the layer Bake Off not delete it's just bake so we can use this part as a low poly let me return to can be basic skin shade and I can duplicate that and this other I can increase solo and let me fix this part let press contrl D oops let press contrl Z and I'm going to use the clay polish first yeah but I have removed a lot of details I think it's not necessarily the clay polish so let me just try to polish this part let me see here control d I'm going to try to increase it we using the high polish brush the Hy to Hy poish that I have a Signet it's the number seven one two standard brush two to move three to Clay four to Clay buildup five to ARB crack and six to move topological 7even to high polish eight to inflate brush nine to layer brush zero to dump Thunder brush so let me see here let me move a little bit the barer that's okay can use D standard negative to Mark a little bit little bit more yeah it's enough that's enough so this is the high poly and here it's the low but I need uh work let me remove the theher cre and cre all and I think that I need make this Landmark here yeah I think that I need to make the landmark here to this part so I just can reuse it I think try to use a bevel here and I can use this this mesh as a let me send to Maya as a low poly so let me hidden this one create a new layer here goes Z and yeah go Z and thisy guy here it's my hike so let me see geometry do layer z pluging uh where you are where are you decimation here prep process curent and I going to apply the decimation send it to Maya uh organized to fit the low poly Mash open the UV and make the bake into substance Panter and start the start this tour so this is my workflow it's not how I say do it's not a an unique workflow or the perfect workflow we have a lot of different workflows but well it's a good point to it's a yeah it's a good point it's a good how I can how can I say that it's a it's a good stage it's it's a good thing to make because you can make it very fast and make a lot of short studies so uh oh I want to study gold materials uh I want to study gold modeling or wood metal plastic what more let me see I I like Stone I like to make this short studies it's very awesome to practice so let me see it's goting operation complete let's go to 1.2 to decimation curent yes awesome and I can send it to Maya too Let Me Wait cool I can use it as uh live and go to modeling quad R so this part here I just need to organize this part so what I gonna do here it delete this one hold control shift and I going to create this assignment here let me see this part and this other two triangles here that's cool so let me try to connect these guys here let me see [Music] here oops where you are my friend let me move up a little bit this point this vertex yeah thank you and let me merge it what let me try to merge it with this order yeah that's [Music] good so this guy here um let me check I can create other here just to this part and I can connect these guys here it's better cool awesome this part I can merge here let me check yeah can merge close here same thing with this one this other side so usually uh when we have to make these props sometimes we make the low poly only or sometimes we don't do these landmarks we try to make it on on a flat flat shape because it's better to make the RO topology and we can reuse the low po so that's okay here a triangle triangle in flat on flat Parts it's very good so same thing here and here that's okay it's enough just let me try to align in this part H let me test maybe it will work so what I I like to do of course we C optimize let me remove this part we called optimize it a lot a lot we called optimize this part here we called merge how with but I going to keep on this weight just to make a study so what I going to do here now it's open UV automatically to test so let me go to automatically UV that's okay that's enough oh Danielle why you are are why uh are you doing it because it's to test so when I am testing let me add other layer or studying I just want to study for example my main objective now it's not study UV or R topology it's just get the result of it's just try to get the gold gold Shader so I know that how I I need to to make the the r topology I know how is the correctly way to make the a good UV the correctly R topology correct UV but my focus right now is it make the T so how I am doing it very fast uh for me no matter the the the is if it's okay or not for me I want to just to check if it will works so let me go to mash soften Edge that's cool let me go to edit delete history first I going to modify uh First Transformation did delete history that's okay and I can export it sport selection uh let me open here the file location and pass the file location going to set the name low let me see uh bot low ball low well gold underline poine low that's okay and here let him press control Z I wanted the high poly let him export it as fbx this fbx export being as normal selected only that's okay so I can export it let me set the same name hi high and here we need to wait a little bit it's depending if you have a lot of millions polygons up probably it will take uh more time so it's normal please don't make nothing just wait when when the brush uh is exporting is exporting don't move your hands for example don't move the mouse don't click no on nothing just wait because uh the probably to crash to it crash it's very very high so just wait so writing data we need to wait so F exported let me open the substance pain there and well guys here into into the substance painter let me close this window let me drag my change my reference position move to the other screen and here I'm going to click on new and I'm going to use this PBR workflow metallic roughness let me just fix a little bit more my M yeah I think it's a little better position yes and Doc M resolution I'm going to set to K direct X it's okay and let me select my file here to low gold pot low and press on okay let me see here yeah here we have this the B Mash let me change the settings of substance Peter let me active this option activate temping it's good because we can have a better visualization here the the convas the window the other option that I like to change it the share parameters the quality I I like to set to me to high usually I use to high of course it's depend off your computer settings too so let me see here and and is it so uh the first thing that we're going to do it bake the mesh map so let me go to bake uh I'm going to turn off the bake visualization first because I prefer loaded the the high poly then I like to activate the bake visualization for me seems that it works more seems that substance paint Works fast more fast but I don't know it's just my my idea I think so let me set the output size to K2 and add the poly let me see here the cage now let me active the bake personalization we're going to have this this loading process that's okay I'm going to use 0.015 let me check here it's enough or let me set 13 or 11 maybe yeah 11 that's okay okay so if we have some red color this means that we have a bad bake so let me set zero here just show you so for example how you can see this is not good let me set 0.011 yes that's cool other thing analizing let me set super sample super sample six I think it is it normal map ambient occlusion settings uh that's all okay duration back pH self occlusion uh think that's all good curator generate front mesh I can uh generate the curator from normal map then but how we have the the H poly here I think it's it's okay from generate front mesh position thickness yeah High map is not necessary B normal is not opacity too ID map it's not necessary too for space normal think it's it's okay and is it letting me bake select Tes how we have only one t here one material that's okay so we can click on bake select Tes uh but but if we have if we had uh other texures for example other materials other match we're going to probably select the specific t or we can we could use the big select T too so let me click on it and wait the the process here normal map let me check of course REM remember guys that here we have used that and automatically unw wrap this is not the the final and the perfectly for example unwrap but it's okay I usually usually I use it to make these studies for example good goat studies wood or metal plastic uh clo too the the f I think that is four four too yeah can be and all these studies I like to to focus on the T the workflow uh how to bring this gold effect here into the substance painter of course if I am doing something for final version or for game for production something like that we need make the correctly UV map the correctly um the correctly R topology and all these things but here how we are just studying these things this Gold T it's okay it's turn off and we we can move on with this um UV mapping and red topology okay so remember when substain painter will bake the ambient occlusion this process to ambient occlusion takes more time it's normal very normal so let me pause here and I going to unpa when we have finished had the the um this bakes so here we have this the bake finish at so let me return to P mod we have these maps and awesome we have this quality here how you can see we have the the details the scratch the cuts these mashes here I I think it's the mash the polishes landmarks here here polish the from the the Polish brush let me remove here the the the normal map and you can see the the clean match so when we have the normal map we have this spe awesome these little detail details make the difference oh yeah that's cool that's awesome so let's start the first thing that I like to do it's create um a new it's depend of course of the the object the the how I how can I say let me see the it's depend of the the vual for example I I want to represent uh gold or uh wood so basically my workflow changed uh depending of the the project so I like to start saying to the Shady for example if it it will be metalness or not I like to turn off the color for this guy color and keep only the roughness and metal and here I going to say I want to something more like uh stone or something more like plastic metallic or non metallic for this guy I going to use 0.9 and maybe the roof nness we can set more or less on this way let me pick my reference here and here we have a an aspect similar with stone but I going to try to convert it a little bit because I'm working with PBR so usually the gold when we are using PBR it's uh it's a little more realistic a little bit more realistic and this Stone effect is uh it's uh kind of League of Legend visual usually to get this visual same visual visual uh we need to use 3D Cod for example but here we're going to adap the substance painter so let me use a little bit more I don't want a lot of refle a lot of reflect too reflective so let me set I like to work with exactly numbers too so let me can be 708 yeah maybe of course then we can change it so that's okay let him is set here also my verman map I going to use this I think it's this one let me see here so soft Studio let me check here two rings let me see here let me test other one front let me see here one low one front two back that's mean that we have one light um in front and two uh back so let me select this one yeah that's okay for me so let me set it like roughness and metalness I like to work with this channels separated let me create other layer and this layer here will be the base color base gold base gold color so that's okay uh let me keep only the color here I don't want the roughness for this base color so basically it's kind I have separated the roughness metalness and base color basically have the roof metalness usually a lot of people use it in the same layer I like to make it separated because for me it's better to make change so let me pick the color can be a gold let me check can be more or less this this you can check here this settings if you want to follow the same same result uh let me set here gold gold pure let me add just to us compar it then let me see here turn off this option and set type gold because I have a lot of gold armor gold damage too so that's okay let me turn off it cuz then we're going to comparateur just add it so let's go let's no let me delete it it guys then we're going to coporate it cuz it's better to you understand it let me create other layer and and let me copy here contrl dtrl D I going to use uh color base color ver one we're going to have a color variation let me set a red here or letting me try to pick from my image can be something more dark here we have settings and something blue we could use green I like to mix the gold with red colors and blue colors I like to use that so let me add here base color V two no one base color color V two let me turn off and for these guys here I going to active the roughness and I going to set something more like like 76 can be let me see no too much let me keep 40 0.38 can be yeah can be this gold effect it's it's kind of bronze it's like a bronze too that's okay so here is the secret we can add uh generator oops first black mask of course and now uh un add an add add a generator and we called work with Cloud here come on yeah clouds let me see here not sorry guys to to color variation we're going to use a few come on it's a few and here gray scale on Gray scale we can type Cloud I like too much of this visual this technique to create VAR so I can use this clo and I can hold out and click on this base color here how you can see we have all this this Cuts it's because of our UV it's opened uh towi strange so because we have used it automatically but here we can select this guy close and change projection to three planner projection that's cool and the tiling we can reduce a little bit I don't want a lot of this this part can keep something like that we have the option random let me see let me bring this part and usually this map this clothes it will be the roof to so remember where we have more dark uh color probably we're going to have more reflection here into the substance the the the roughness it's opposite so black colors will reflect more and white it's more to Stone and black more to metal the roughness so that's enough let press M letter M so let me see here that's cool and let me work on this guy here yeah I think that's enough let me check here this map I I think I can reduce a little bit maybe let me check so this process take a little more time it's not exactly for example don't worry about it to be exactly or I can keep one let me check [Music] .7 think can be let me turn off the roof nness yeah I going to keep roof let me check I can rotate the light here and I I want to create this variation so let me reduce a little bit more this this clouds here um can be 3 to1 yeah can be and the secret here too it's add this generator the filter sorry blur slope this guy here how you can see have the this break and bring more this this aspect more stylized so let me check here how you can see this this V show here very cool so that's okay I can make uh I just can delete this Bas color variation and I'm going to press contrl D to create the other to duplicate that and I going to set um this blue color here more or less this blue color here oops this blue color come on this visual here so that's cool so what I going to do now it's change the roof nness a little bit here I can increase a little to create this variation can be 4 45 can be and now now I going to change also the the cloth here I don't want the same that the other so I can create click on let me check cloth I can click on random yeah I have the all this options more blue let me see yeah it's kind of color variation let me see the other side that's cool little strong but no problem I'm keeping out strong then I'm going to change it so don't worry B that let me create click on a little bit more clothes can change this scale here too let me check no I'm going to keep this one and random let me click hold out and click here yeah can be think can be so let press letter M that's okay let me reduce it we can reduce a little bit the intensity that's okay let me increase a little bit more can be 16 so how this process it's a little seems a little boring but it's normal so we have this little guy here and here this blue tone I don't know letting me check the clothes 31 and here 312 but let me click random yeah I think now it's better yeah can be let me see here yeah that's okay that's enough of course we call that paint something like that if you want to remove but that's okay now what I going to do let me set color variation too what I going to do it add other F layer and I going to work on the edge reflection so let me add here Edge highlight and let him add um black mask and I can add a few and for this one we're going to work with the thickness or thickness map math so let me see here and basically I want to reflection here so let me see here this part to increase it a little bit we can add a levels and here we can increase this this export this Landmark let me see here but I think that it will be to too SM at so let me try to work with other I'm going to add a generator mask editor maybe so Mas editor can be come on yeah it's better so let me turn off levels and The Mask editor Let me white color will be the reflection so that's okay let me increase the balance the contrast that's okay the thickness thanks a little bit I no let me activate the levels and now we can work a little bit here more intense yeah can duplicate the levels if I want for example and try to work on this way but here it's too white we're going to have a lot of flection here but that's okay so now what what I can do is add a paint and try to remove that so let me see here press X and I can remove so let me select this guy and I'm going to try to remove a little bit let me use a blur soft brush and I can active this option stroke opacity and break a little bit it I am doing on this way to to create this uh zigzag variation I could remove it more clean maybe but I'm playing a little bit with that so this part I don't want too reflective want to something more not too not a lot of roof here not a lot of reflection something more maybe more dry but I'm think because it's gold so gold we need to have get a reflection here so let me remove this level and I going to work on the mask editor so let me see here Global balance increase a little bit uh contrust let me check the thickness can invert it no oh you can still have this Landmark op UV but no Pro no problem let me use the blur a little bit and out this part you're going to have this black part but it's enough let me check here about contrast increase a little bit and blur reduce a little bit this map here yeah and I going to remove a little bit this part let me add a paint here move bottom the the levels and I can remove this part here can be mix head it's not necessary to be perfectly here I want of these variation here same thing here and this part here [Music] too so let me check yeah I think it's enough that's good let me active the color and the roofless so I have this aspect let me pick the color here uh can be a the same that the base so basically it's the same color so that's okay let me check check here this option of the roughness reflection so let me see let me add increase a little bit can be zero4 I don't know how this reflection are too strong but no problem don't worry I'm going to increase it what I going to do here also it's create other color variation to the roughness so let me activ the roughness color color for can be three let me add a black mask and I want to let me select your color and I want something more Brom and here what I going to try to find it this part here it's kind of this dirty but what we going to do it's same thing that the the the mask editor we're going to work with the mask editor so let me go to add editor mask editor too we have this dirt also but I prefer the mask editor for this this element so let me hold out and here basically what I going to do it's try to make the reverse here why we have this part here without reflection so what I going to do is just click on true and here Global balance are going to increase it more or less here more or less can be let me check back so let me see here the curator I can increase the curator too and be more or less this level Yeah so basically how you can see we're going to have more opaque on these parts here too so I think it's too much let me reduce a little bit or let him increase here and here too of course but let me see here yeah can be on this part let me see the blur a little bit and reduce this way let me check too yeah can what I going to do it at um f blur slope here too I like to get this variation and I think it's too strong this Mas C to let me reduce a little bit let me see here yeah Global Bings let me check act too strong on this part here try to increase no I think that's okay let press letter M so we have this very it's kind of dirty I can reduce a little bit this guy be more or less here I don't know I want want something more on this this part but that's okay I'm not happy with this process so let me check here uh thickness can reduce position not a Happ with that let me see here T opacity about contrast I want to change this direction so let me see here I'm reduce it I don't know yeah I think it's enough not perfectly but it's enough and let me turn off here the the roof I'm going to make this guy separated so let me press contrl d and now I going to active only the roughness here and set it to4 can be yeah so we have this this uh variation here so let me gr the intensity here too let me see the roof here roughness map where are you roughness yeah so that's okay I I don't know I would like to have to get more this part here but that's okay so continuing let me try to make different here let me select this mask editor turn off the true and change to false maybe here let me come here L Sharp mask editor invert let me check here yet that's okay so let me return to this guy through and let me change a little bit these shapes here let me try to make a different here yeah but no make sense increase a little bit a little bit more no I'm going to press contrl Z control Z and I'm going to keep with that so that's okay let press M and let's continue so how you can see have this variation here it's aome this blur slope bring this this vual it's so cool so let me let's continue let me set here this color bar let me set roof from from color V three yeah I like to work with separated channels it's very very good so let me add a ambient occlusion because it will be better to work let me add the color I can add a black mask let me pick more or less um I don't know I think we could use this color here more to Red this part here yeah can be and let him add a few can be a bit mat mask uh AO clusion let me check here at F let him select this guy at the levels because I want to very very intense this part so let me work with levels let me check the field that's okay so it's the level the the levels here so nothing like nothing like that I think can be oh too dark there but no problem let me see here yeah can be let him press M letting me return here yeah can be M and S to mply okay let let me see here letting me check how we don't have roughness here I just can invert it so I can click to the levels in invert and here we have this aspect to to R let me set more dark here yeah can be this Stone more or less other thing that I going to add here it work with the filter the blop blur slope not the blop let me see here select this option and reduce the intensity Z can be let me see 0.03 or four 0.04 yeah it can be press letter M I think it's too much yet can reduce a little bit more I have this random option two and I can reduce to 0.02 yeah I think it's it's enough so that's cool it's going well but I don't know I think it's too Mark at this blur l i going to add four and set or one zero one more zero yeah now it's better we have the effect but very very is more F so now it's better for me my opinion of course so let me see yeah that's good so let me create um Bake Light let me set light here and we can work on this it's kind of gradients we can use lights we have the gradients so basically I'm going to add a more red red light it's more color and we're going to have a little of red here and red here so let me set this image here and for this guy we can work uh with color only because we want to just add the color variation so the secret to to gold it work with a lot of color variation but into the gold uh aspect that it's red green blue so when we when you add only un unique color like a flat color seems a little fake so the secret to stye that it's make it work a lot with this color variation so let me see we can use this color here more or less it's kind of red rose that's okay and here I can add a black mask and I can add here a generator light let me see this light here that's okay let him set here let me see can be 90° 90° oops two can be and this light can be divide let me see here so we have this option but let me try to remove it delete the mask remove mask that's okay let me add here just a light generator let me see here just the color I'm looking to the other screen because I I have recreated it a lot of times it's awesome and let me keep only the color here and to get this this color here we we need to Sweet to divide so now we have this as p and I can add a levels so let me see [Music] here change a little bit to seven more or less here more or less this this Stone can be so let me see here change a little bit light anation play a little bit with that it's more to get this variation I can invert it if I want to let me see here and we can play a little bit with that let me see more or less on this way of course I can again switch this part I can use the mly here and let me see here yes I think that I wanted this effect nine it nine yeah let me keep false here and the mly we have this effect here it's very cool so now what do we need to do is change intens City can be 30 more or less it's a little let me set here it's a little little tweak that make the difference for example this color here red color so how you can see this little little little little effect so we can duplicate that but let me see how why I have this a lot of these elements the level let me try to invert it let me see here no we're going to keep with this this color here so what I going to do is set this guy here to one and make this guy here to 22 so let me show you normal intensity so what I have done was remove this this purple effect so I have set that one here click on two times and seven two can be so I have added this more this more code so basically I have more strong here and strong here of the light so basically I going to have a a color varation here and here so let me see let me invert yeah is that so let me check here the light it's okay 90° I have this direction this direction so basically horizontal angle this a the vertical so creating this effect so let me see here of course I can change the the the light the color let me switch to mly that's okay so how you can see I have this this this worm effect that's cool so let me press contrl D and I going to try to reproduce a little bit of this fake blue color usually to make this effect we use a ring light for into the on real or Mar set to back but I going to add light here just to get this result so can be this blue color here and letting me remove the level it's not necessary and here I'm going to switch to Overlay I want a more effect or let me set a normal just to you see it and here the light it's uh we're going to keep the same thing but what I going to do it set zero here and I can can try to bring this effect to this angle so let me set here can be 14 or less so of course this is not for example the the final version we can make change here I'm just adding this light because I want to reproduce the the concept but for example if we going to set it into the or Unity or Mar bag probably you're going to delete this layer and add a real light to that okay so just just to to say that here we are playing a little bit having fun a little bit so that's okay and just going to switch to Overlay can be and let me reduce a little bit the intensity can be 70% oops not 10070 so that's cool I like because this this effect how you can still have this variation and make a lot of difference these little things make a lot of difference it's awesome so let me see here yeah let me return here and set the environment rotation to zero now can be here yeah let me check yeah can be here I am feeling that roof let me check no it's right it's right the roughness that that's that's okay so let me set like rename it to oops like to so uh I'm doing it more slowly because this is the correct way when you see the exactly numbers for example and the the the layers exact layers it's not the real life when we are creating some t or making uh prop usually we need to make a lot of different tests Okay so don't think that I'm just uh I have all this structure in my mind oh the I going to use a light I going to use this layer I going to use this color variation no basically uh to make props I like to experiment a lot of different workflows different colors but here how it is a tutorial so I try to bring more exactly layers and to finish this color variation with light I like to add more one so we can use light color variation let me set here 9 uh let him set it as a normal 100 and here letting me use um can be a yellow color and here I going to sweet delight divide to soft let me see here um let me see where are you subtract screen maybe no Signet no where are you site here site and I can reduce uh a lot of [Music] this this part here so it's too intense yet let me increase it reduce the highlight glossiness and here to let me set other color here more dark let me select some more dark color it's better so how you can still have this this aspect it's a little better let him set here 30 [Music] yeah yes this variation it's good I don't know I think that this part here is too too intense I'm not a happy with that so let me see here um let me see what why am I am not happy with that so let me set a little more dark maybe yeah and let me reduce it yeah can be something like that that's okay so I think we have more or less this visual it's not perfectly but it's going well I think maybe I I need to reduce that yeah can be more or less here and I here I can increase a little bit so yeah we have this this visual in my opinion it's better and seems that my roofless map is not cool so let me try to check if it is one no let me see here yeah I think that it's this one let me try to turn off go to roof give this one yeah it's this one so basically probably because I have the mask editor I need to invert it I don't want this effect here I want to posit it so I need to invert now it's better so how you can see I have the correct reflection on the other parts for example so let me see here yeah it's better and also these landmarks are too too short let me see the mask editor Global balance let me turn off this guy and maybe increase a little bit reduce the blur yeah balance maybe something like that blur's Loop let me reduce it to something like that I think it's better so we have a better reflection here we have this these landmarks let me see here the edge highlight too yeah think that I need more contrast let me let me check the roof here can reduce a little bit more Al also I can change the levels maybe let me set one here yeah cuz I want a more more strong and let me make more intense this part and seems that oh this part here I can reduce the global balance let me see the blur contra yeah something like that curvature no let him increase a little bit of the curvature let press letter M and I think that we have a better adaptation of this guy here so these little things make the difference so let press letter let me see the roughness here yeah but I think that this part here is too dark this mask additor let me check I want a better transition here the blur let me see here position ambient occlusion where are the ambient occlusion position here no I want to remove this dark color a little bit automatically but probably I need paint it but okay I think it's it's enough it's enough it's enough it's enough so what I going to do it's add uh more dark dark more dark dark information here so let me set ao2 uh let me add a black mask here and let me add a gener generator ulent lambent not ambient Ambient clusion let me hold out and click on this guy and here I can add the levels just let me check this ambient occlusion here it's not the levels it's not necessary let me just control it on this part let me invert let me see here yeah more less on this way I think it's it's good but let Mark a little more strong yeah and increase the contrast that's okay I think it's okay let me add a a filter here a blop blur blop let me reduce it to 0 01 can be it's okay and let him me add a paint CU I don't want all this part here into so basically what I going to do it select this guy here press X and pint all this part here let me check here press contrl Z control Z control Z let him add a paint again let me see let me click on this way no let's here let me check here this guy this other part here and here this region yeah and and where this other part here too cu the inner part I don't want want only the output so let me press M and basically what I going to do it keep only the color and can be a more green yeah can be something like that let me switch it to mly I think it's enough and I can reduce a little bit the intensity and I think it can be more dark a little more dark y press f2 and that's cool that's awesome I think we called this color variation let me duplicate that think we can and have more this more dark dark part here we could paint this this this ambient occlusion to get to to have this this part explored but let me see here let us check this ambient occlusion contrast and reduce it a little bit because you can play with that on this way yeah this Global balance so how you can see we have this this effect it's awesome increase a little bit more dark yeah this part here maybe it's to to Mark we could paint it and remove let me see where are it let me check probably it's the color variation let me see here press letter M yeah or not let me see here it's because the the the clothes here so what we can do roof nness it's play a little bit with the clothes random option yes it's better how you can see we don't have a lot of dark part here and these other option cloths we can also work with random or the tiling variation let me check this color here too M editor let me check here yeah this Edge Highline we C increase a little bit too try to remove a little bit it's not remove but it's changing intensity I can go to roofless and we have this one and here same thing with this Landmark if I want to I could add a paint here let me set to material add the paint and try to remove a little bit this this part so let me go let me hold out and click to the mask and I can remove this part if I want here but that that's okay for me I think that's okay let him add this guy here disorder maybe here to intense the let me check the mask editor Let me see [Music] here I don't know Sims that it's tot things let me check this mask editor and let me try to change a little bit this tensity yeah reduce a little bit maybe we'll be better I think it's better yeah I can reduce a little bit more eight maybe just a little little tck yeah it's down here can remove it's not necessary to duplicate that and so now I have this better effect let me see yeah so how you can see make this uh solid gold it's very difficult because you need get this this different this variation so it's a little hard to bring this variation but if you if you put energy and try to test a a different layers different options you can get a good result and to finish to play a little bit more with that I can add uh anot tropo I can add a let's see here I think we can add a white mask here no it's not necessary just add the let me see here let me use the color roof I don't know yet yeah let me add here here a few layer black mask let me check a few [Music] layer let me select here whoops an isotropic going to erase everything and this this one here an isotropic that's cool let me rotate that so basically what I can see what I can do here it go to trip on our project yeah that's okay and here what I can do it at the let me see here the balance can change more or less something like that it's just to get a a little details and I can add um pter blur lope too let reduce it 0.001 can be and the color here I can set to Red something like that yeah can be to combine with this gold can use more apply maybe maybe as maybe not we can test of course and let me reduce here to 50 maybe yeah so here we have this little little effect it's very good because we can get this these different shapes here so let me check the reference I think is it yeah we can play a little bit with with uh activate post effect we have the color correction let me play a little bit with that we can increase saturation a little bit contrast no contrast is not necessary ryness let Set contrast one bries a little bit this be no I think that can keep [Music] oops we can keep it with zero s yeah a little bit um L Distortion xure no let me TD L Distortion here and we also have this where are you magnet it's good too the L Distortion I think it's not necessary yeah and we have this effect maybe this anot trop here it's too strong let me reduce it a little bit to seven yeah just a little twick yeah guys and is it uh seems simple but when you look to the variation it's a lot of things so for example let me turn off the things and you're going to see the difference so for example if I just work with a basic color or try to add color variation it's not enough this thing so we have all this Challenge and try to make a balance with that these effects here of the lights give a a big big difference so how you can see it's awesome this AO here too and this and isotropic here too so extremely awesome we can active the the Shadows here too but it's more too to play a little bit I can active shadows and switch to aange and reduce intensity here more L on this way yeah so is it I hope you have enjoyed it of course we have the lens flare here we could add into the real and get the the other aspect and we could improve a lot this part but the cool part is that we can create an automatically Shader gold styz that sh it and past this effect uh on other into the other objects it's very procedural workflow it's very easy to make changes here so because that I like that so let me add how it to a folder let me select all this part and set it into a folder yeah and here look the difference between goat normal goat of course we can make some change but to get stylized result it's not too easy and we have this armor this other here so let me add here it's very very different look that it's not the same effect it's not wrong but to get this shade the stylizer effect we need make different so I hope you have enjoy it here this is the version that I have created with you so let me select here my other file one Min and here this other version with the same layers have a play it a little bit so I recommend you make a lot of different versions here so you can play a lot with that let me just active the Shadows here too a range can be more or less this one post effect color correction saturate it a little bit bright is and white balance here can play a little bit with that too lorion is not necessary this guy here I can add but light activ the L Distortion here and reduce a little bit and here seems that the saturation is too strong brain is to let me restore here settings [Music] and story and increase a little bit saturation the contrast it's not necessary so basically is it was a a cool test here let activ Shadows of course we need a lot of uh other things but it's awesome to get this this this effect here this one and this one so how you can see this same thing with a little different twixs so it's awesome I like too much to make this studies so well guys I hope you have enjoyed it this tutorial uh was a little more more slowly because I wanted to make it very calmly step by step and is it see you in the next tutorial
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Channel: Nexttut
Views: 3,841
Rating: undefined out of 5
Keywords: maya tutorial, nalini kanta jena, zbrush sculpting, zbrush turorial, beginner zbrush tutorial, modeling tutorial, game character, game tutorial, blender course, maya course, game props, animation tutorial, how to sculpt a, 3d for games, 3d for animation, substance painter, gold texture, stylized golden in substance painter
Id: S5yItpshT7Y
Channel Id: undefined
Length: 113min 38sec (6818 seconds)
Published: Mon Nov 06 2023
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