SUBSTANCE TUTORIAL | Snake Lamp Cinematic Asset part6

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hey guys how are you doing good morning it's uh monday morning over here and i just woke up and saw all of the messages about our last video uh no audio and i'm so sorry it was a mistake from my part it appears that if either i muted my microphone when recording that video or for some reason the channel was not working so let me jump onto the stream here yeah so here i'll show you real quick you can see it's recording so i'm not really sure what happened uh we're gonna do the textures again okay so i apologize for the uh late response i am in mexico so i know most of you guys or a lot of uh our audience is from india usually the video goes up at 1 30 a.m so i'm usually sleeping at that time and uh i couldn't i didn't see the thing until until it was too late so the video is now down uh we're gonna upload a new one and um we're gonna jump right into it now i'm gonna show you how the final result was and i'm just gonna rebuild the whole thing of course i'm not gonna i'm not gonna just uh like talk over it i'm going to show you how to do it again and uh shouldn't be that much of a deal so let me let me show you here uh in the last video we imported very importantly the object with the udem setup and remember the reason why we're using udems is because udems will allow us to save a little bit of connection things or make connections a little bit easier and give us way more resolution so we have five using tiles for the whole metal thing so if we click here on the on the metal guy and we go to f2 or f1 sorry we have five using tiles which is gonna give us a lot of resolution for this thing you can see how how close we can actually get to the object and and we're not gonna get a pixelated image until we get like really really really close and um and for the glass we also have two uv tiles which is also going to give us some very nice resolution as you can see right here so i'm gonna erase everything let's just start from scratch uh let's start off the glass for now and let's go to the metal area and you can see it it's actually a relatively simple setup i don't think i did anything crazy uh but of course with no audio it's almost impossible to know what happened right so let's just delete everything here and we're start from scratch so very important on the texture set settings it was very important that we did the bake properly now one thing i did do on the on the last video let me open maya real quick and i think um i don't remember if it was shown on the ubs or not but i did duplicate it the handle the little hook here and the valves in maya so i duplicate duplicated those and then i smoothed them and changed the naming convention to low and high so that they had something to bake from and the reason i did that is we had an issue here and you probably can see it at the end of the uv video where the valves were looking black same for that for the things here and that sometimes happens when the object that you're baking from does not have any other object to break from right so so my or substance does not find anything and just makes black and then that black of course contaminates the texture and we get a very weird result so i'll show you that a little bit later uh let's start building up here and uh as i mentioned in the last video we have the metal texture so i'm going to look for a brass um which is a very like common material and i think that the thing that we have here is made out of either brass or like a coat of gold and the reason why i think of this is usually you wouldn't have like a lamp it's going to be burning with gold it will be very expensive and it it's not like uh it doesn't work that way usually so so we're going to be using brass as our as our reference as our initial point and the in the last video i used this one i used this oop let's i'm gonna press f2 here to go back to only 3d view and in the last video i think i used this h scratch metal and the cool thing again about this is once you place an object here it would automatically fill all of the layers that we usually have now this one um i'm kind of regretting using this one because it's a little bit too obvious like scratches they don't look as organic as i would like so i'm actually going to go here to the iron hammer which i think is going to look a little bit better so as you can see we have this this effect right here which hammers the whole thing now i want the scale to be a little bit smaller because i want the hammer effect to be uh broader so i'm gonna go here into the iron hammer and on the scale i'm actually gonna bring the scale down to like a point of four i would say there we go and uh as you can see this gives us a very nice effect now it's a little bit too strong like i don't want this hammered effect to be everywhere so what i'm going to do is i'm actually going to go to the height layer here and i'm going to lower the height amount or in this case i think it's normal so let's go to the normal and i'm going to lower the normal amount just so that we see a little bit of that detail but it's not like evident everywhere uh we can use that one we can also use like this iron raw which i i really like as well i think this one looks a little bit better so i'm gonna get rid of this one and uh now one of the issues that we have here is the the ubs as you can see here on the where the ubs meet we're getting this like seam lines and the reason we're getting this seam length is because this iron raw damage actually has some height information if i were to turn the height information off we would get only the texture and the the seams will be a little bit less and noticeable however they're still noticeable as you can see right there and i do like having the the little hide information here and there because you can see it gives us this very nice like bumps uh throughout the surface so what i'm gonna do here is again show you one of the tricks that you can use to get rid of the of the seam lines and that is going into the iron raw damage and changing the uv projection to try planar projection now what that will do is it will pretty much take a picture of your object from the front side and top view and it will try to project the textures on those sides so you will see that on some corners textures will be like a kind of like fadeth like here uh but overall it's a it's a very nice way to kind of like trick the thing into into working properly i still think the height is a little bit too strong on this one so i'm actually gonna turn it off uh so i only have the texture in here but you can see that it's a very very nice texture right like a lot of color bearings and of course even though this says iron raw we can go to the color section and just change this into like uh like our brass color so i'm gonna go for like uh like this sort of brass color we're probably gonna make the roughness lower i want this to be a little bit shinier uh because we're going to be adding some rust and stuff and i don't want certain areas to be shiny i am going to go here let's increase the the value there we go look at this beautiful thing i think that's one of my catchphrases i always i always say look at this beautiful thing and so there we go and uh yeah it's looking good it's looking good i i like it i like the the amount of detail that we're getting the amount of of texture variation so the color i think is a little bit too saturated so i'm just gonna remove a little bit of the saturation here make it slightly darker and there we go now metals uh if you take a look at old metals they are gonna have something that's very common which of course is rust rust is one of the most like common things that metals can have however inside of a substance painter rust can sometimes be very obvious it's it's uh people just use like a third layer and that's it and even though it does work it might look a little bit weird so as you can see rust is not the general thing it will accumulate or it will go to the most uh common areas or two areas where where moisture and and water will collect so if you see like uh let's call let's look for like a rusted like this stairs the stairs are great so you take a look at this stairs you're gonna see that we're gonna have more rust on the crevices of the thing and less rust on the flat areas okay so keep that in mind because now what i'm gonna do is i'm to go here and we're going to create a rust layer now brass copper and the some of the other metals i'm going to give you a a little bit of a technical thing here so it's a tangent you know i love tangents so uh metals the reason why we see metals in certain in different colors like the reason why gold looks like gold like yellow or copper looks like copper like this sort of orangey tinch is because what happens is they reflect only certain ranges of wavelengths uh from the light so so they absorb some some wavelengths and and then you get back the the yellow color because they're keeping all of the other wavelengths to themselves pretty much so usually like a white thing it reflects everything right and the black absorbs everything but when it metals they will absorb and retain different things so um copper rust and and the rust from these metals that usually have a little bit of color tends to be either greenish or bluish or bluish so if we go for like a brass rust you're gonna see that it also goes into this like sort of like greenish bluish thing now inside of substance in these small materials we actually have one that is uh it's this like bronze copper rust which is very good this bronze statue metal is also really good uh so if you want to use it go for it like you can just grab the whole like uh material here that's the lid here and as you can see we get this very nice effect and the reason why i like this one is because we're actually getting a little bit of a height information a little bit of grunginess here and there uh so i'm gonna just right click add a black mask right click add a generator uh click and we're gonna add the dirt generator and we're gonna get this now as we pre previously mentioned we are not gonna have rust everywhere we're gonna have rust uh more often than not on the lower sections of the thing and and less on the on the lower sections now you can see here that we're also getting this effect with the with the seam lines very common uh unfortunately here what you would need to do if you want to if you want to fix it is you're going to have to go to each specific element and try and fix it or here i think we can go to the third layer and change now we're gonna have to go to each specific layer and change that however with the mask that i'm about to add i think we're gonna be able to to break it up so i'm gonna add a fill layer here and i'm gonna change this fill layer and i'm gonna add like a clouds layer and what's happening here is we're pretty much telling uh substance hey ignore this dirt layer for a while and just focus on having a very nice clouds layer and the clouds layer we can of course change the balance which i'm going to lower like this we can increase the contrast to get like this like spotty effect and now what i'm going to do is i'm actually going to multiply this against the third layer and what's gonna happen as you can see here is now we're not gonna have as much rust uh everywhere we're still getting a little bit of rust on several different parts but it's looking a little bit better now i i i'm a little bit hesitant about this because of the of the seam lines and uh we can try and fix those let me see so what i'm going to do is i'm going to look for for the layer that's doing the most like damage which is i think this one right here and i'm going to change the projection to tray primer projection and this one right here tray planner projection uh let's do all tri triprina projections and let's see if that fixes what i'm expecting to see okay we have a little bit of uh there we go let's just try planner here as well and let's just trip right over here there we go look at that so now as you can see by changing everything to trade planner projection the rust is giving us a way better effect than what we had before so i'm definitely going to change this to like an overlay or something probably like um [Music] like a multiply now linear dots usually keeps it like there we go linear touch looks good although normal doesn't it wasn't that bad i'm just gonna probably reduce it a little bit and then i'm gonna right click and add a paint layer and here's where the where the most important part of texture comes into place i always tell you guys this you always want to tell a story right like your your textures should tell a story that means that you might have a little bit more rust for instance here let's change this to like their spots okay i'm just gonna fade this out so so that means that there's gonna be a little bit more of uh humidity uh let's call it a gathering on this particular area maybe a little bit here right so those splashes that i'm adding here and there those are gonna tell a story because it's gonna it's gonna let the audience know that something special is happening on those particular areas okay so for instance this like bump that it has you might wanna like go right there now if things are a little bit i think they're a little bit too intense on the height side of things so i'm going to go here to the height as well remember one of the cool things about substance is everything is layered base so you're going to be able to lower as you can see there the intensity of the high layer and get a very cool result uh i am gonna paint out areas where i wouldn't expect there to be as much rust so things like this area right here i think we don't we're not expecting as much rust and i'm just gonna i'm just gonna get rid of it same thing here on the top of the head let's let's not have as much rest now let's add one layer of uh med ledgeware where where things are gonna shine a little bit more right so i'm gonna go to the options here i'm actually gonna grab this brass pier we're gonna just say add black mask right click add a generator and we're gonna do a metal edge where under generator there we go as you can see this is very invasive it like hits everything very very strongly i am going to keep this as linear dodge in the base color as well because it multiplies the color and i'm going to i'm going to soften this up so that where counter is going to go low and we're definitely going to bring this lower so as you can see now that gives us a little bit of variation metals are tricky metals are one of those things that um if you don't pay attention you're gonna get a little bit confused about whether or not things are doing what you want them to do so i recommend pressing the letter c to go into channel mode and this will allow you to see how the channel is being affected by what you're doing so on this one i'm just going to use a paint layer a traditional paint layer and with a black color i'm going to get rid of some of the of the metal white edgeworth because we don't want things to be uh like super obviously uh affected by the metal edge where everywhere so we want to give it a little bit of a finish we might add a little bit of middle edge where here for instance see how how we're painting that and then if you press your letter m you're going to be able to to jump back into the into what you had before i think there's a little bit too much rust here so let's let's reduce a little bit there we go same thing here you can see that how the the metal edge where it's affecting everything in a very like obvious way and and metal edge where it happens in places where the object is going to be hitting or or colliding with other objects right so like this inner areas where it's protected by the by the copper sculpt i wouldn't expect them to see it i saw a comment from one of you guys uh you told me that they're not like on the street i know i know that they're not on the street it's uh it's like uh one of those stereotypes right like you think about or sometimes in the media wrongly of course but um it's like with us mexicans they think we have donkeys everywhere and uh and tacos and stuff and well tacos yeah that's true we actually do have tacos everywhere but not donkeys we're not riding donkeys or using sombreros all the time this month is our an independence day uh in in mexico the fifth and uh september 15th is our independence day that's when everyone wears sombreros and and part is pretty hard so but not not always some people wrongly think that cinco de mayo is our like independence day for some reason uh but no cinco de mayo we don't even celebrate cinco de mayo it's it's heavily celebrated in the in the united states but we we don't celebrate cinco de mayo so as you can see here i'm adding a little bit of this uh like shiny effect on the top of the heads of the of the snakes and the reason why i'm doing this is if you've ever been to like a museum or like uh like a public park where they have like bronze status uh people usually like touch them or rub them and the the areas where our hand oils um like remain on the statue they get shinier so that's why you shouldn't do it though because it it damages the statues so i am gonna keep this one here but i'm gonna go back to the iron rod damage and make it a little bit rougher so that that shiny area shines a little bit more see how that looks very nice and there we go now let's add one more layer of like ash and darkness to it i want to add a little bit more like a darkness to the whole thing so i'm going to add a fill layer like a basic fill layer here the roughness is going to be relatively high and the colors be is going to be like a really dark uh red like really really dark red like this i'm going to add a black mask and the first thing i'm going to do is i'm going to add a generator but i'm not going to add the typical dirt generator i'm actually going to add this thing called the light generator and the cool thing about the light generator is that it's pretty much like if a light was shining on the object and you can decide how this light is shining on the object so i'm going to turn this around as you can see here so that the light is shining from the top or from the bottom all the way to the top i'm going to change the highlight glossiness of course or lower it let's do the highlight level there we go see how we're we're getting these very nice shadows here on the on the underside of the whole thing i don't want as much light attenuation because i want all the the lower areas where smoke would hit the thing to be uh like contaminated by this look at this very nice now of course if i just leave it like this it's gonna look horrible uh so what i need to do here is i need to use a blend mode similar to what we did with the cloud so i'm going to add a generator and let's add a dirt generator or not dirt let's another generator sorry i actually need a field layer so right click field layer and we're going to use something like uh it has to be like grunge dirt or something this one there we go so now of course on this garage dirt we're gonna change the options to try planner projection and i'm gonna play around with the scale so that we have this more of like a dusty effect and i'm gonna play with the balance and we're gonna multiply this against the other uh element and see how everything becomes like very very dark very nice we can play with the contrast as well which i'm going to keep low actually and we're of course going to do this as an overlay and probably bring this down so it's just a little bit of like a dirt that i want to add everyone if i press m again to check the material you're going to see that this very nice layer here not only is it darkening everything it's actually removing a little bit of the of the gloss now i don't particularly want to get rid of the of the dust so let me bring like that's that's roughly the color that i want but i'm going to go back to the material and if i go into the roughness let's bring the roughness back in so i don't want to lose a little bit of the roundness but not as much and there we go that's a i think that's looking very very nice here um we might even go to like the roughness channel and lower the roughness here so there's again two ways in which you can you can control it i'm actually gonna go here and and give give it some of the roughness back because i don't want this thing to be shiny ish there we go so that's looking good i think i think we're in a good position here now i'm gonna add a couple more layers and this one is the oil layer i'm gonna add a oil an oily layer so i'm gonna do a fill layer it's gonna be a very dark color here and this is gonna definitely go into like the overlay option and i'm gonna turn the metallic all the way up and i'm actually gonna turn the roughness all the way down so we get this sort of like oily effect okay definitely have to go a little bit darker here and on the color i'm gonna get rid of some of the color so that we have this very shiny effect black mask again and this one i'm actually gonna manually paint so i'm imagining that this is the area where we would normally fill the whole thing so i'm going to use this dirt splash and i'm going to add a little bit of like splash here just like kind of like making it seem like uh like some of the old sometimes drips around you know when you're like uh pouring some water or something sometimes you just spill it out i'm gonna do a little bit of dots here just like a like splashes and i'm not only expecting a little bit of splashes here you might have gotten like a splash over here at some point and the old is just like sitting there it's a little bit of their spot there so so this is the cool thing now of course in here i'll definitely expect to have a lot of oil some of the oil that does not burn a little bit of splotches here and there and we can delete some of it if it's a little bit too much i don't think there's backface masking here inside of uh substance should be a feature should we should ask for that feature i think that would be a good one um i would expect to see maybe a little bit of oil like splashing splashing like up here just a little bit and again the main reason why we want this sort of like variation is so that the material is not completely flat right like we want things to look slightly interesting here and there so just a little bit of a couple of little points again here and there that change the way it looks might might be helpful for us so there we go uh probably i can add a little bit of oil over here and that's it now i definitely want to add a little bit of uh like a base uh dirt layer down here so i am gonna go for a rust i think a rust is going to be good so i'm just going to go for like a traditional rust here and if you go into the into the smart masks right here there are some smart macs that are really good one that i like is this ground dirt which if you just drop it automatically detects where things are and you can change here on the balance of course of the mask you can change how high this goes so i'm probably just gonna have a little bit of dirt here and i'm gonna change this to like uh like an overlay so that it gets darker uh i only want i'm thinking about it for one rust or color information or another i think yeah i think color information is fine but i'm just gonna change this to like a darker blue like this like a dark green uh we can of course lower this intensity i think yeah i think i'm gonna get rid of the roughness i don't want the roughness i just want the the metalness so that way see how nice the the variation here is in color it's going to give us a very very interesting look all uh overall and uh yeah there we go i think i think that's pretty much it i think that's all i'm gonna do with the with the cobra right here we can go a little bit crazy there's one more thing i'm gonna do just just a scratch layer so i'm gonna add a fill layer uh completely metallic and they're very very shiny here or probably a little bit rougher like this black mask and i'm going to do a fill layer and there's one called scratches there's one texture here instead of a substance called scratches it's this grunge scratches which is very cool and look at that we just scratched the whole surface i'm going to change this to leaner dutch and just lower the intensity and again the the idea of the scratches is just to add a little bit more of surface information on the thing and and have a little bit of variance here and there and that's it so as you can see we have a very very fine and nice texture that thanks to the udems we are going to have a a great resolution and now the only thing that we need to do is the glass now for the glass we're going to be using the substance um layer shader and that means that we're going to be calibrating the materials inside of maya we don't need to paint the materials here what i'm going to paint here is a mask i'm going to i'm going to use this as a template to paint my mask and it's very simple i'm gonna carry the fill layer here roughness all the way up and this is gonna be my white mask another fill layer roughness all the way up and color all the way down to black and then on this one i'm going to add a black mask and i'm going to say at the field layer and there's a very cool texture here inside of substance called finger grunge finger dusty spread this one right here and look at this so it's it's as if someone had actually touched the lamp and left and marked there the only thing it's inverted so i'm going to invert it because we want the glass to be very uh very dirty right like super dirty so that means that most of the thing that we're going to be projecting here is gonna be the uh the dirt so whatever looks black is what the dirt is gonna be and whatever looks white is what the glass is gonna be so here i am definitely gonna change this to tri-planar projection and let's increase the scale a little bit there we go something like i think like a three is good enough and look at that very nicely so again whatever you see as white that's gonna be the um the glass that's what we're gonna see as glass and what you see as black is what we're gonna see as uh the dust or the dirt since we do want to have some clear areas or clearer areas i am going to change the uh the contrast here to make like a very intense contrast on the on the element and let's play around with this thing because i do want to have some very like clean white areas and the other areas are definitely going to be black so something like this again to make sure that there's enough uh white so that we can see the glass or through the glass and the see the inner side and that's it that's pretty much it you can of course play around add more textures add more layers create more interesting effects but this is pretty much it so i'm just going to save this real quick so of course it's going to save on top of my element and the final thing i'm going to show you is how to export this texture so i'm going to export here i am going to go into the list of exports and make sure that as you can see everything is going to be exported with the snake lamp and last base color 1001 we're going to be using the arnold ai standard export i'm going to export them in target files and you can see i'm exporting them into our source images so i'm just going to hit export and wait a little bit for everything to finish and as you can see here all of them are ready so the only issue and we've talked about this before about udems is look at the amount of textures that we have it's almost 252 megabytes of information just for textures now we're not going to be using all of them however if you can think about like doing a robot with 20 udems then you're going to have several gigabytes of texture information that you're going to have to use in film that's not a really big deal because everything is going to be rendered out in the render farm anyways but if you were doing this for a game or less cinematic and you're gonna render it at home then yeah this is gonna take a little while so that's it for today guys or for this one sorry again for the no audio thing i'm gonna be more careful in the future to make sure that that does not repeat or at least not as frequently uh i know this is the first time but i don't want this to happen again so um stay tuned tomorrow we're going to continue with this line we're going to be doing the render setup and we're going to try to get a very nice cinematic render so hang on tight and i'll see you back tomorrow bye
Info
Channel: Nexttut
Views: 544
Rating: 5 out of 5
Keywords: maya 2018, zbrush tutorial, maya tutorial, nalini kanta jena, character sculpting, zbrush sculpting, zbrush turorial, beginner zbrush tutorial, human anatomy zbrush, modeling tutorial
Id: q3TeAqipMGU
Channel Id: undefined
Length: 28min 45sec (1725 seconds)
Published: Mon Sep 06 2021
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