Import 3D Object with TEXTURES in Davinci Resolve 17

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[Music] hi guys and welcome to another davinci resolve tutorial in this tutorial i will show you how to import a complex 3d object and we will texture it with image textures but before we begin i make davinci resolve tutorials more focused on 3d aspects in davinci resolve so if you are new here consider subscribing and let's get back to the tutorial to be able to import a 3d object of course you need to have a 3d model made in any of the 3d application like blender or 3d studio max or maya or any other application because modeling in 3d and davinci is always limited there are not many tools that will allow you to make complex 3d objects and since i don't have any 3d model that will be compatible with this tutorial i had to search the internet and i found the perfect model for this tutorial this model can be found in this link i will provide you with a link in the description below it's a 3d model of a futuristic flying machine or however you want to call it the good thing about this model is that it is free and it is available in many formats like in blender fbx wavefront and it has most importantly it has a low number of polygons it's a low poly model which will be very useful in davinci resolve and the low poly model has a low number of polygons and it will not overwhelm your machine can be loaded quickly it also has the high quality textures in my example i will use 2k textures so this would be a perfect model for this tutorial in this page all you have to do is create a new account and then you can download many of the three models available in here to download it you will go in this button and you can either download the fbx or the obj model and also of course you will need to download the image textures png files which are of 2k resolution so it's a really nice model and has lots of details now let's go back to davinci resolve 17. first of all i'll create a new fusion composition right click new fusion composition call it 3d model i will drag this here and we will go immediately to the fusion page of damage result now there are two methods of importing a model a 3d model one is to create a every x mesh node by control space and search for avx mesh 3d but since the fbx mesh 3d only gives us one node and we are not able to edit the details of the model we have to go with the other method go to the fusion menu import fbx scene and find your downloaded model and for in this case my model is looks like this in this folder i have the obj file and in this other folder i have all the textures which are of 2k resolution now if i go in the object model i need to select this obj file and here in this new dialog box you have to choose all the options that are available you make sure to have checked the hierarchy checkbox the nulls the meshes and the materials checkbox we don't need the animation camera and lights because we can add them in davinci resolve so after you have done all of these just click ok and now the model is loaded just make some arrangements let me bring this media out down here and now this might look very complicated but you will see that it's not very complicated model but you just divide it in many parts and also you can notice that it's not in english some of the parts are not in english i think they are in turkish but it's very easy to understand which note represents which part of the model now first of all i will select all of these and hit delete to remove them and also i will need to delete this nodes over here let me zoom out by control clicking and using the middle scroll wheel of the mouse now we can do some arrangements let me bring this to the left so now if i go to the root note make sure we go to single viewer ahead number one since this model is too big we are inside of it but to be able to see the whole model we can just click the f key to frame the whole 3d object in the screen now if i hold the alt key and click the middle mouse wheel and move it move the mouse we can rotate it around in this view we cannot see it clearly but if we go here and change the default lighting to shadows or lights then we can see the model more details as you can see this is a pretty nice 3d model and if we enable the wireframing you can see the polygons and the mesh that represents this 3d model let's disable the wireframe now we can go ahead and apply the textures now let me show you how this each part of this model looks like go to dual viewer and if you go here and type number two select this viewer and hit the f key you can see each part separately so this is a pedal of this flying machine then if we select this and hit number two we will see the other pedal then if i click here and hit f you can see that this this is the steering wheel you can see it's selected here on the left screen now we can we can lock the chassis of this model the outer frame of this vehicle hit number two go here click hit the f button this is the main part or the biggest part of this model you can see that we don't have the fans the the headlights the engine because they are represented separately in other nodes if you hold the control and move the mouse wheel you can zoom in and zoom out now let me see the other part these are the fans we have two fans that's why each node here is connected sometimes with two other nodes because depending on how many parts are represented for example for the fence we have two fans and then if we look at this note it is connected to three other notes and if you check each of them it you can see that this represents the outer shell of the fence and the of the main engine this is how this model is designed and these nodes here they all represent a shader which you can use to texture the this model let me show you the textures i go to the folder if i'm inside the textures folder as you can see we have 64 items each part of this 3d model has its own textures which are png files high resolution png files but we won't be using all of the texture maps because they cannot be represented at all in davinci result that's why domestic resolve is a little bit limited in comparison with other 3d applications but we can use most of them to get a pretty nice textured 3d model now if i go back to damage resolve i will create a bin right click at the bin and name it textures go inside right click import media and i'm in the textures folder ctrl a to select them all and open them now i will not show you how to texture all of them all of these parts of this model because it will take a lot of time and to make this tutorial shorter i'll just show you how to texture the biggest part of the model like the chassis the fence and the outer shell of the engines and the fence but the process is all the same all we have to do is create a texture and connect to each part of it so now let's start with the chassis now as you can see we have a lot of textures but in the front you can see that the texture is named accordingly each node here has its own textures and we can do we can filter them if we go in the search we need to filter by file name and if i look for the chassis i will type chassis and here we have eight textures for the chassis we don't need all of them so i will use the normal but i will won't be using the height map i can delete it the opacity i can delete it then is if i can delete it this or cannot be represented in davinci resolve that's why we will use a limited number of textures i can delete the normal directx now we are down to four let's start with the base color bring it here i can rename this to chassis base color and after each texture we can use a texture 2d note ctrl space this is this is good to have it in case you want to change the uv coordinates of the texture it is safe to have it and now as i said before this is a shader which has five inputs if i right click here and release it on this node you can see the inputs the diffuse the specular specular intensity the specular exponent and the bump map but here if you look we have a roughness map and we cannot represent it here that's why we need to use another shader there are four shaders in davinci resolve if you right click here go to that tool 3d materials the blend the cochtear and zoopong and the board for all the shaders we can use they differ slightly based on the inputs and the properties they have but in this case we will use the coke torrents because it has more inputs and it has the if i right click here and release it here you can see that it has the roughness material map which we can use it here that's why we are using this shader so in this case we need to go to down to the chassis and we can delete here because as you can see from the properties here it is a blend node but we won't use a blend out we will go with the torrent so you can delete this and this one needs to be connected to this node here to the chassis node let's rename this to chassis and if i bring this closer i'll look what happens when i connect the texture to this node but first of all let me select this and hit number two and here's the full chassis of the model right click here connect it to the diffuse color material and now the chassis has been textured since this model is also uv wrapped it is all connected correctly to the outer chassis next what we would like to add is the metallic map what is the metallic map the metallic map shows us how metallic a material will be we will connect this to specular intensity node or input of this node let me rename this to metallic i can copy and paste this ctrl c ctrl v2 paste the texture 3d connect it here and then right click go to this node connect it to the specular intensity material now let me click here and go to the left as you can see this is a 32 bit 2ks texture which is very important and as you can see it has black and white parts the white parts are the metallic parts of the texture and the black parts are non-metallic or non-shiny parts most importantly when we connect with specular input we need to have the alpha channel and this texture has a alpha channel we can view it if we click here go to the alpha channel the black part is the alpha channel and the white represents the opaque part of the texture if we go to the color again we can use now we can use this texture directly if we don't have the alpha channel we need to create one by using the channel booleans but we don't need to do that here and what i will do for this case only for the chassis i would like to make this a bit more complicated the texture of the base color so to do that i will delete this input click on this node control space and add the channel booleans node now in the channel booleans the base color will be the background of this channel bullions and we can click here and connect it to the channel booleans to get the foreground we will combine the base color and the metallic textures in one what we have to do here is go to the operation and i will use the divide operation to get this texture and also in the alpha channel i will go with do nothing so we won't be doing anything in the alpha channel but we want to divide the background red green and blue channels with the red green and blue channels over the metallic foreground now if i connect it to the texture as you can see we have a more complicated and a better looking outer material now we have two textures connected we need to go quickly with the roughness and the normal map let me bring the roughness here rename it to and we need to copy and paste the texture to you know connect it here what does roughness let me look at here well the roughness is how smooth our rough material will be now we can connect this to the roughness input right click here connect it to the reference material and if i select the chassis or the cook turns and if i expand the specular we have a roughness slider here so if we go towards the zero it means that the material will be very smooth as if you look here you will see that or reacts to light and if we go to towards the one it means that the material is very rough it's not smooth at all i will go with the value of 0.25 so if i rotate this you can see how the light reacts when it hits the material or the object if you want to make it smoother just lower lower this value of the roughness so basically that is what the roughness does and the final map we need to connect is the normal map normal map is uh we needs to be connected to a pump map let me rename this to for this one we need we don't need the texture to 2d but we need to create a bump map node control space pump map if i click on this node ahead number one you can see how this looks like as you can see it is a three color texture we have blue green and red and based on those those values it will make the texture look like it is displaced it's not actually the geometry is not displaced but it will just make it look like it is displayed that is the function of the normal map and in the bump map since we have a three color normal map we need to change the source image to bump map now if i hit number one this is how it looks like now watch this part here when i connect it right click here and connect it to the bump map you can see that now the bump map has been applied as you can see here in this part it looks like the geometry has been displaced and it ranks differently to give us a depth perception of this part of the model so that is the purpose of the normal map now we can bring this all together select them all and hold the control key to select more nodes and bring this here we can go ctrl space and add an underlay node make sure you expand it to include all of the nodes that you want to group together select outside of the node now all the nodes of the chassis are grouped in in one underlay you can rename the underlay by selecting it and hitting f2 we don't want to rename all of the other nodes we just want to rename the underlay node so we will hit cancel in each of these parts actually since we have the chassis used we will use another name so we'll type chassis underlay and you can move this over here now the same thing will be applied for the fans we can go here as you can see the fence is connected to two other nodes and we need to remember it when we replace this node with the cook torrents so now again the same process we go here and look for the research for the fan now we have these notes we don't we won't be using the normal directx node and the height texture is not going to be used so i can delete it we go with the base color the metallic roughness map and the normal we can go ahead and rename them now we need to add three texture 2d notes so we can copy it here ctrl c ctrl v and now we won't be doing the same thing as we did in the chassis we won't be combining the base color we're just going to use how it is and this is how the base color for the fans look and then we can go here to this node and view them on the right screen now if i connect the texture to the ear by right clicking here going here and releasing to diffuse color material you can see that the fans are textured but we won't be using this node as we saw earlier we need to add a cooktorance node so control space search for quick torrents you can delete this node and rename this to fan now these two nodes are not connected to anything so we will connect it here and here now we can go ahead and right click here connect it to the diffuse color material we will connect the metallic part to the specular intensity if i connect this if i click here go to specularity we can change the intensity based on how shiny or how how much the intensity of the specularity will be if it go if we go zero it won't be shiny but if we go with one it will be very shiny material i will leave it to one now we go with the roughness right click i release it to the roughness material again if i play with the roughness you can see the changes if you want to make this material very smooth you can leave it to this value i will go with this value so it will be a pretty shiny material and for the normal map we need to create we can copy this node here the bump map control c ctrl v to paste it here make sure you have selected the bump map in the source image type and right click here connect it to the bunk map so the bump map is this one doesn't have a lot of details but we can use it anyway now if we look to the other fan both of the fans are textured using one shader this shader here or if you look the final material final model you can see that we have applied textures to the fans and the to the chassis same procedure here we can add an underlay node control space underlay and we can move them all together now finally for this tutorial i will just show you how to also add texture to this and the outer shell of the engine and then i will leave the other parts for your homework or for your exercise but the process is all the same let me just go quickly and do that for this part i can move this down here to have a better look or better view of this these parts as you can see this part is connected to three so we will have a same texture for three parts of this model this one this one and this one so these are all outer shells of the main engine and the fence now look at this name here it's we need to filter the textures based on that name but this in this case since we have this word in many places i will go also and type the underline and now we have all the maps for this part of this 3d model delete the maps that we don't use and go ahead and add them here now since i have connected this let me see the full model as you can see outer shells of the fan and the main engine has been applied so the process will be the same for all of the other parts of this model so we'll go i will fast forward this tutorial to make it shorter add all of the textures [Music] and there we go this is the full model with all the textures applied for each part let me go to the single viewer here if we hold the alt and middle mouse wheel and move it we can rotate around and see all the details so we have textured the shell the fans the headlights the engine dash the chassis and pedals and steering wheels and all of that and this will be our final model textured so hopefully you learned something from this tutorial i hope you can use any of these concepts in your future projects and before you go i have more 3d tutorials in davinci resolve if you want to check them just click on the card above if you have any questions leave them in the comment section below make sure to like this video and consider subscribing to my channel and with you guys see you in the future videos thank you for watching this video take care and bye [Music] [Music] you
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Channel: Tech VideoStack
Views: 2,483
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Keywords: import 3d object with textures in davinci resolve 17, davinci resolve, davinci resolve tutorial, fusion, vfx, fusion tab, 3d, tutorial, tutorial for davinci resolve, blackmagicdesign, 3d model, 3d objects, texture, 3d in davinci resolve, fbx, davinci tutorial, tutorials, davinci resolve fusion tab, texturing, 3d object, vfx in davinci resolve, davinci resolve fusion, davinci resolve 17, fusion fbx mesh, fusion 3d, how to texture, davinci resolve texture, 3d texturing davinci resolve
Id: _3e_Cr5LvPA
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Length: 21min 22sec (1282 seconds)
Published: Thu Dec 17 2020
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