WEBVTT

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Hello and welcome to this new animation master tutorial about

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how to texture stuff.

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And we are not going to have a look at

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materials at the moment.

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We are going to have a look at decals, textures

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and how to handle that.

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There are different kind of ways to do something like

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that and texture stuff.

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And so we are going to have a look at

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different approaches in this tutorial for the first time.

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The first thing I’m going to cover here is just

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a very basic box like this.

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It’s really just all the different sizes here, sides here.

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And in the end we are going to give it

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a color for each side.

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You wouldn’t have to do it in this case with

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the texture, but I’m just going to show you what

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is going on there.

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And so you should be able to more or less

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use that to do other stuff with it.

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Okay, so first off what you need is some kind

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of a decol.

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I’m going to reload this because I changed it.

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And if we have a look at that, it’s more

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or less something like an UV map.

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More or less from other programs.

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Animation Master does UV maps.

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You can do that, but it’s a little bit different

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than maybe in a polygon model or something.

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But we are going to have a look at that

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and I will show you a couple of different things

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here.

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So first off, as you can see, each of the

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sides we are going to have here for this, for

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this box in the end has its own little part

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here on the map and we are going to use

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it.

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The map is just a pixel map created in Photoshop

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for instance, like this.

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Okay, so first off, just drag and drop this now

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to for instance the model here and use decol.

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We are going to use that.

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Okay, now resize it.

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If you are pressing shift while we are resizing it,

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you’re going to be able to do it in a

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rational way.

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So more or less that the ratio is preserved.

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And we are going to try to match the size

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a little bit.

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Something like this, for instance, I tend to leave a

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couple of seam helpers outside.

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So something like this would be nice.

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You wouldn’t have to do it.

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You can even change that afterwards if you want to.

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But let’s do it like this.

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And as you can see, we are now putting this

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part of the texture on our model underneath.

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As you can see there is some model underneath.

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Now just double click or use right click apley or

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apply in this case.

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And as you can see, we have put on the

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color of our texture there to our model.

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If there would be something on the texture on this,

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it would of course show up too.

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If you have this button activated at least.

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So show decals should be on.

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Okay, so this is the first one.

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And if you have a look at the newly created

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decol at this point, you see that there is an

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image now and there are stamps for the image and

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the stamp is more or less what we are looking

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at.

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One stamp was.

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Yeah, like more or less a post stamp or something

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is something that you project on your object and that

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will stay there.

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So if you are for instance moving around this point

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or something, it will still be connected to that and

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will move with it.

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So it’s not a projection or something, but a stamp

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in this case.

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And yeah, and as you can see, this is more

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or less the first part.

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And now we would have to go through each of

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them.

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This is a manual approach.

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Just to let you know, we have a different one

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too.

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This is more or less the front of the box

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here.

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So two in this case on the keypad or if

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you want to have a look at this, it’s front

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view.

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So the front of the box.

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Now we can for instance go to the back view

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or whatever you want to achieve there and go through

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it.

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If I’m having a look here, we are not going

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to go with the back view or we could.

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It’s a green one, so we can of course do

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that too.

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It doesn’t really matter in which order we are going

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to do that.

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So let’s go to our back view in this case

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and I’m going to put it here more or less

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the same size would be cool.

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Don’t resize.

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That wouldn’t be good.

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You can of course use a resizing tool and stuff

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like that too if you want to, but I wouldn’t

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in this case because it’s not very helpful.

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So this is a top view at the moment.

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So let’s see where we are going to put that

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one.

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Top view would for instance be the red one for

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us.

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Now that’s up to you.

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If you use this or any kind of other options

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there, it doesn’t really matter.

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And the bottom view would be the brighter blue color.

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So let’s see.

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Bottom is this.

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We should of course name our stamps in this case.

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It’s just helpful later on.

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You don’t really have to, but it’s helpful to have

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that.

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And this was front, bottom, top.

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Now we are at the bottom at.

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Oh, sorry, this wasn’t button.

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This was front and behind or something.

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What Is this called back view? Sorry, back.

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Okay, then we are going to have to go to

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that part.

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Okay.

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And we are going to use this in this case.

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Put it on there too.

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Okay, now we have one part around or whatever, or

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one slice around.

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If we are now going to the front view again,

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the next part would be this one.

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So this is a right part, if I’m not wrong,

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probably at least.

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Right? Yes.

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And now we are going to add that one too.

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Could be this, could be this.

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Whatever you want to.

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I’m going to use the yellow or orange one in

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this case.

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Okay.

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And now go to the other part.

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Same thing again like this as mentioned before, try to

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match the size a little to.

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And now we should be through it.

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So this is bottom.

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Then we made the right one and I think this

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is the left one.

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Okay.

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As you can see, you can name all your different

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stamps just to be able to use it later on.

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And if you want to have a look at the

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UV map now you can go to the decol here,

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right click and go to edit.

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And as you can see, this is our UV mapping

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in this case with the seams and stuff like that.

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You don’t have to do it.

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As I mentioned before, you can keep the seams out

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of this and just do it like putting all together

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there.

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This would be the manual approach to do something like

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this.

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Okay, now we have a fully colored box in this

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case and it would be nice.

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And of course you can do the same with something

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different.

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For instance, with a box two in this case.

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Box two is just the same thing, but it’s subdivided

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one time.

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And the good thing about it is of course you

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can do exactly the same here too.

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Put everything on there and it should work too.

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Of course you wouldn’t do it now with just one

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of those, but you would do it with several of

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those in this case.

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This is of course a pretty manual approach.

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And so we are going to have a look at

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a different thing.

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We can do the next thing.

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Especially if you have only very few patches available, it’s

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going to be much easier.

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Let’s call this box 1B.

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If we are going to copy it over here.

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Get rid of this.

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Okay, and have a look at this.

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Now you can just go give for instance your box

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some kind of a color or whatever.

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You don’t have to at least, but I like to

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do it because it’s easier to see what’s happening there.

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So if we are going to give it a color,

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we can now go to this and use Bake Surface.

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Bake Surface does nothing else but creating its own decals

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in the end takes a little, sometimes pretty long.

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Okay.

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And as you can see, we have a couple of

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different new textures available now with specularity, intensity and stuff

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like that.

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We are not going to use that.

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The only thing we are going to use is in

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the end the color part.

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I’m not going to go into the depths with all

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the maps types and stuff like that that are available.

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We’re not going to use that.

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We are just going to get rid of everything else

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and just use the color part here.

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Okay.

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If you did that, you can for instance save this

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to wherever you want it to be.

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In this case it’s saved close to the project.

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I’m one who likes to put it in here, but

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it doesn’t really matter.

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And now this should be fine.

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As you can see, nothing changed, more or less.

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So the good thing about it is we can now

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just give for instance this a different color.

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And as you can see, the decol is overwriting our

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color mapping of the object itself.

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So if we have a look at the UV map

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again, as you can see, it created an automatically aligned

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UV map, but not in the standard way.

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You may already know, but it’s more or less all

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uniform sizes of these UVs, which is pretty fine for

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this case and scenario.

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You don’t have to worry much about it.

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You just would have to find out which of these

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is more or less the part you want there.

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And it would still be working and would be pretty

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fine.

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But the problem about something like that is not with

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boxes.

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If you are going to go to the more complex

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parts, like the Waze, for instance, this might already be

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trouble.

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So let’s see.

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Going to the race in this case, it’s much more

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helpful to use a different kind of mapping for your

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decolon.

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So let’s have a look at what we are going

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to do here.

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I’m going to just create a new one and in

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this case it’s important to know, or good to know

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at least that you will need something that is more

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white than inside.

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So let’s say we’ve got maybe something like this and

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in this case we can do the same again.

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I’m just going to give it some kind of a

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gradient.

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In this case it’s not about being nice or looking

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nice, it’s about showing you what’s going on.

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So this is a gradient in the pixel map then.

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And we are going to use that.

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Put it as a JPEG out.

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You can of course use different kinds types here.

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Best ones are jpeg.

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You can use PSDS as its own.

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I’m not using it for the reason I didn’t do

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it before.

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But you can use it nowadays.

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JPEG would be fine.

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PNG is fine, TGA is fine.

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Those are the best ones, I think TIFF is too.

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But use tga, JPEG or PNG for most of your

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stuff.

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That’s just the common file formats which are more or

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less supported by everybody.

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And so we are going to use that.

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And in this case I’m going to call this race

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color.

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So it’s a color map of the Waze.

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And now we can just import that again, put it

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here, decol.

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There we go.

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What you need to do, or what you should do

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in this case is now you should change the application

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method to cylindrical.

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In this case is probably the best one.

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So use this one.

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And now we can for instance, put it somewhere here.

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And the important thing is that.

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And this is now more or less going from one

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color to the other.

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And then you have a seam, of course, because think

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of it like this.

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This is one side of the map and this is

00:13:26.189 --> 00:13:27.101
the other side of the map.

00:13:27.133 --> 00:13:29.661
And if they are not matching each other, you are

00:13:29.693 --> 00:13:30.773
going to have a theme.

00:13:30.869 --> 00:13:33.333
So what you can do for instance is in our

00:13:33.389 --> 00:13:35.745
case, we could do something like this.

00:13:39.885 --> 00:13:45.015
I’m going to resave that now, so just save it.

00:13:45.055 --> 00:13:48.263
I did it with a shortcut of the keyboard, in

00:13:48.279 --> 00:13:49.975
this case, reload the image.

00:13:50.015 --> 00:13:55.735
And as you can see, we got our seamless texture

00:13:55.775 --> 00:13:56.375
on it.

00:13:56.495 --> 00:13:58.255
This is because this is a lathe object.

00:13:58.335 --> 00:14:00.911
So there are different kind of application methods.

00:14:00.943 --> 00:14:03.079
You can change them afterwards too.

00:14:03.207 --> 00:14:06.463
So as you can see, we have application method cylindrical,

00:14:06.559 --> 00:14:07.469
planar.

00:14:07.647 --> 00:14:10.801
So this is the stamp way, the normal way, and

00:14:10.873 --> 00:14:11.645
spherical.

00:14:12.745 --> 00:14:16.177
Those are pretty fine for exactly the objects we want

00:14:16.201 --> 00:14:17.205
to put there.

00:14:17.665 --> 00:14:21.505
Some people, like Robert, for instance, use that in a

00:14:21.545 --> 00:14:22.657
more extensive way.

00:14:22.721 --> 00:14:28.745
So they are often using the texture itself with cylindrical

00:14:28.785 --> 00:14:31.125
mapping all over the place there.

00:14:31.625 --> 00:14:32.985
I’m not that much into that.

00:14:33.025 --> 00:14:34.179
But you can do it.

00:14:34.297 --> 00:14:35.039
It doesn’t matter.

00:14:35.127 --> 00:14:37.607
It helps in some situations and it’s very, very easy

00:14:37.631 --> 00:14:38.871
to apply them.

00:14:39.063 --> 00:14:43.527
And the problem is something like this cannot be mapped

00:14:43.591 --> 00:14:47.375
like that, for instance, in the TOM model here.

00:14:47.415 --> 00:14:52.023
It’s just too complex and in many situations this might

00:14:52.119 --> 00:14:54.715
result in different kind of problems.

00:14:55.015 --> 00:14:58.311
So how to more or less unwrap this or do

00:14:58.343 --> 00:15:02.397
something with it? There are different approaches to unwrapping, of

00:15:02.421 --> 00:15:03.229
course, can be done.

00:15:03.277 --> 00:15:05.653
And so if you want to do that you would,

00:15:05.749 --> 00:15:09.469
for instance, just hide everything else that you’re not working

00:15:09.517 --> 00:15:09.749
on.

00:15:09.797 --> 00:15:11.133
Like this, for instance.

00:15:11.309 --> 00:15:12.865
And now you could.

00:15:13.725 --> 00:15:15.225
There is something missing.

00:15:16.485 --> 00:15:18.225
Give me one second.

00:15:19.965 --> 00:15:21.253
This too, please.

00:15:21.349 --> 00:15:21.917
Yeah.

00:15:22.061 --> 00:15:22.709
Okay.

00:15:22.837 --> 00:15:25.429
So in this case you would for instance use Sarah,

00:15:25.477 --> 00:15:26.125
use Tom.

00:15:26.205 --> 00:15:30.025
You would do a new texture on him probably.

00:15:31.845 --> 00:15:33.661
So let’s do that too.

00:15:33.853 --> 00:15:37.781
Something like this, you would use that.

00:15:37.853 --> 00:15:38.905
Save it out.

00:15:39.445 --> 00:15:42.105
I’m calling it tomcolor.

00:15:43.845 --> 00:15:45.145
Put it in there.

00:15:46.485 --> 00:15:51.505
And now we are going to import it back in,

00:15:52.215 --> 00:15:56.015
putting it on here, going to decol in this case.

00:15:56.175 --> 00:15:58.815
And as you can see more or less, this is

00:15:58.855 --> 00:16:00.511
already a UV mapping.

00:16:00.623 --> 00:16:03.047
Maybe not the best one, but I’m going to show

00:16:03.071 --> 00:16:05.743
you how to do it in a different way later

00:16:05.799 --> 00:16:06.395
on.

00:16:06.735 --> 00:16:09.335
Now just make sure that Tom is covered.

00:16:09.375 --> 00:16:11.815
And in the end this is only the front view.

00:16:11.895 --> 00:16:15.807
So think about it as you need twice as much

00:16:15.951 --> 00:16:16.795
at least.

00:16:18.665 --> 00:16:23.085
So make the map a little bit larger.

00:16:24.665 --> 00:16:26.481
Something like that should be fine.

00:16:26.633 --> 00:16:32.193
In the end you could use a non vertical whatever

00:16:32.249 --> 00:16:37.345
so that it’s not this kind of a shape.

00:16:37.385 --> 00:16:39.449
But you could for instance do it with a rectangle

00:16:39.497 --> 00:16:40.405
shape too.

00:16:40.865 --> 00:16:41.585
Let’s do that.

00:16:41.625 --> 00:16:44.205
Why not? It doesn’t really matter.

00:16:44.645 --> 00:16:46.625
It’s easier to understand then.

00:16:46.965 --> 00:16:50.469
So let’s do this.

00:16:50.637 --> 00:16:54.285
We are not constraining properties and we are going to

00:16:54.325 --> 00:16:56.625
go with 720 or whatever.

00:16:57.085 --> 00:16:58.865
That’s maybe a little bit too low.

00:17:00.605 --> 00:17:06.533
No, we are going to want half of that.

00:17:06.629 --> 00:17:17.262
So it’s probably something like this.

00:17:17.318 --> 00:17:20.234
Or in this case we can just go with this.

00:17:20.854 --> 00:17:28.950
Okay, so now just resave that wrong dialog and put

00:17:28.982 --> 00:17:29.954
it in again.

00:17:30.894 --> 00:17:31.750
Reload the image.

00:17:31.782 --> 00:17:32.598
We got it.

00:17:32.726 --> 00:17:33.870
Put it in here.

00:17:34.022 --> 00:17:38.417
Make a decolon, put the decal in the right size

00:17:38.481 --> 00:17:42.605
here, for instance, something like this.

00:17:44.825 --> 00:17:46.961
Give it a little bit of space because later on

00:17:46.993 --> 00:17:48.405
we are going to use that.

00:17:49.025 --> 00:17:52.809
And now, for instance, you can do that very important,

00:17:52.897 --> 00:17:56.977
zoom in as much as you can, because very small

00:17:57.041 --> 00:17:59.457
patches, for instance, are not covered otherwise.

00:17:59.641 --> 00:18:02.121
So really do it as much as you can and

00:18:02.153 --> 00:18:04.665
everything that is visible at the moment should be covered

00:18:04.705 --> 00:18:05.285
now.

00:18:05.785 --> 00:18:08.193
And if you do that, we can have a look

00:18:08.249 --> 00:18:08.777
at.

00:18:08.921 --> 00:18:11.685
I think the first one isn’t necessary anymore.

00:18:12.105 --> 00:18:15.041
We can have a look at the UV map again.

00:18:15.073 --> 00:18:16.993
And as you can see, here is our UV map.

00:18:17.089 --> 00:18:19.985
You could do it now that you are going through

00:18:20.025 --> 00:18:23.353
this and just spreading it out by hand, more or

00:18:23.369 --> 00:18:26.885
less in this case, something like this.

00:18:28.505 --> 00:18:31.885
And do that in the UV editor here.

00:18:32.725 --> 00:18:36.349
Good thing about it is you’re not changing anything in

00:18:36.397 --> 00:18:39.997
the model itself like that.

00:18:40.141 --> 00:18:42.205
The bad thing about it is that if you are

00:18:42.245 --> 00:18:46.437
changing later on stuff, for instance, you would have to

00:18:46.461 --> 00:18:47.253
do it again.

00:18:47.309 --> 00:18:49.861
And that’s something you don’t want to do in this

00:18:49.893 --> 00:18:54.261
case, especially if you, for instance, want to have different

00:18:54.293 --> 00:18:57.261
kind of textures on the same size but with different

00:18:57.293 --> 00:19:00.145
kind of things on them maybe or something.

00:19:01.375 --> 00:19:06.195
So one of the UV maps is always only applied

00:19:07.655 --> 00:19:10.367
to the texture itself or to the decol we are

00:19:10.391 --> 00:19:11.255
using it with.

00:19:11.375 --> 00:19:14.967
You can apply different kind of images to that, so

00:19:15.031 --> 00:19:15.735
color.

00:19:15.895 --> 00:19:19.047
And you can even stack different color ones over each

00:19:19.071 --> 00:19:19.327
other.

00:19:19.391 --> 00:19:23.207
So for instance, make one only 50% of opacity.

00:19:23.351 --> 00:19:28.575
Or you could use for instance, transparent images and cover

00:19:28.615 --> 00:19:30.911
them up by each other and stuff like that.

00:19:31.063 --> 00:19:33.487
But all of that is not really what we are

00:19:33.511 --> 00:19:35.035
going to do in this case.

00:19:36.255 --> 00:19:39.015
We are just trying to unwrap it.

00:19:39.055 --> 00:19:41.475
And as mentioned before, you could do it like this.

00:19:41.855 --> 00:19:43.783
Now what you would have to do is of course

00:19:43.839 --> 00:19:45.927
do the same with the backside of him.

00:19:46.071 --> 00:19:48.035
So just go to that part.

00:19:49.335 --> 00:19:51.895
Now I’m just going to leave it like it is

00:19:51.935 --> 00:19:55.451
there and I’m going to go and move it over

00:19:55.523 --> 00:19:56.019
again.

00:19:56.147 --> 00:19:57.375
Put it in here.

00:19:57.755 --> 00:20:02.771
Zoom in and press apg.

00:20:02.923 --> 00:20:03.315
Okay.

00:20:03.355 --> 00:20:04.255
Or apply.

00:20:04.995 --> 00:20:11.219
This is front, this is back.

00:20:11.387 --> 00:20:11.755
Okay.

00:20:11.795 --> 00:20:14.379
And now you would be able to, for instance, paint

00:20:14.427 --> 00:20:20.275
in your Photoshop or whatever on that map to create

00:20:20.315 --> 00:20:21.331
whatever you want there.

00:20:21.403 --> 00:20:23.819
And give me one second.

00:20:23.907 --> 00:20:26.055
I thought there was an option.

00:20:27.955 --> 00:20:30.035
I think you have to go to the UV map

00:20:30.075 --> 00:20:30.387
editor.

00:20:30.451 --> 00:20:33.179
Yeah, okay, I’m not using that one.

00:20:33.227 --> 00:20:38.895
But it’s somehow a nice one if I’m not wrong.

00:20:50.365 --> 00:20:51.453
Nope, I don’t remember.

00:20:51.509 --> 00:20:55.797
There is some kind of combination, I think, where you

00:20:55.821 --> 00:20:58.717
can for instance just export this now so you don’t

00:20:58.741 --> 00:21:00.957
have to do it with a screenshot or something.

00:21:01.101 --> 00:21:01.749
But whatever.

00:21:01.797 --> 00:21:06.037
We can do a screenshot now and use for instance,

00:21:06.101 --> 00:21:08.661
this snipping tool in this case for Windows.

00:21:08.693 --> 00:21:11.485
And there are of course other possibilities too.

00:21:11.945 --> 00:21:16.593
Copy that out, bring it over to for instance, Photoshop

00:21:16.649 --> 00:21:20.897
in this case, put this in, rescale it if it’s

00:21:20.921 --> 00:21:24.641
not the right size, which is pretty normal for a

00:21:24.673 --> 00:21:28.009
screenshot, because a screenshot is of course not the same

00:21:28.057 --> 00:21:28.845
resolution.

00:21:29.545 --> 00:21:32.065
And now you could for instance, start painting on him

00:21:32.105 --> 00:21:33.169
and do stuff with him.

00:21:33.217 --> 00:21:36.175
So for instance, this is a front, as we know.

00:21:36.305 --> 00:21:40.243
And I could now for instance put on something like

00:21:40.299 --> 00:21:41.375
this on him.

00:21:52.315 --> 00:21:53.255
Okay.

00:21:54.275 --> 00:21:56.667
This is just to show you what’s going on there

00:21:56.771 --> 00:21:58.815
and what will happen here.

00:21:59.115 --> 00:22:03.521
So why do we have to do more or less

00:22:03.553 --> 00:22:06.105
an unwrapping? It’s more or less the seams at this

00:22:06.145 --> 00:22:08.033
part would be stretched.

00:22:08.209 --> 00:22:09.993
So if you are going to put any kind of

00:22:10.049 --> 00:22:12.777
texture on it, you have to think of it that

00:22:12.881 --> 00:22:16.553
this representation of pixels we see here is now more

00:22:16.569 --> 00:22:19.321
or less the one we would see from the top

00:22:19.353 --> 00:22:20.553
of a model, too.

00:22:20.689 --> 00:22:22.285
So let’s have a look at that.

00:22:22.905 --> 00:22:26.785
As you can see here is of course, a larger

00:22:26.825 --> 00:22:29.305
surface area than we can see from the front.

00:22:29.345 --> 00:22:31.081
And like that, we would have to spread it out

00:22:31.113 --> 00:22:34.641
like this to make up for that moment.

00:22:34.753 --> 00:22:36.725
But we don’t have to think about that.

00:22:38.305 --> 00:22:41.761
I did a little bit of a bad thing here.

00:22:41.793 --> 00:22:43.465
I would have to do it on a new layer

00:22:43.505 --> 00:22:44.113
in this case.

00:22:44.169 --> 00:22:46.353
So painting should be done on the new layer and

00:22:46.369 --> 00:22:49.617
not on the part below it.

00:22:49.721 --> 00:22:52.241
Let’s get rid of that again.

00:22:52.353 --> 00:22:53.405
Sorry for that.

00:22:54.825 --> 00:22:56.005
Put that in.

00:23:00.955 --> 00:23:04.095
Okay, there we go.

00:23:05.115 --> 00:23:08.971
And let’s do something like this on its front.

00:23:09.083 --> 00:23:10.971
And as you can see, we can now get rid

00:23:11.003 --> 00:23:12.315
of our part here.

00:23:12.395 --> 00:23:18.655
Just resave this to our new texture format.

00:23:19.074 --> 00:23:24.840
I think it was tomcolor put it in and now

00:23:24.873 --> 00:23:27.725
we should see it if we are reloading at least

00:23:29.985 --> 00:23:31.313
and I got the right one.

00:23:31.409 --> 00:23:32.525
Doesn’t seem so.

00:23:34.625 --> 00:23:37.553
If not, I’m going to reapply the texture.

00:23:37.689 --> 00:23:38.845
Doesn’t really matter.

00:23:42.105 --> 00:23:43.361
Tom color.

00:23:43.473 --> 00:23:44.217
Yeah.

00:23:44.401 --> 00:23:45.205
Okay.

00:23:46.585 --> 00:23:49.025
And let’s see what’s happening here.

00:23:49.065 --> 00:23:50.435
Yeah, there you go.

00:23:50.595 --> 00:23:53.535
We’ve got more or less our texture on him now

00:23:53.915 --> 00:23:55.635
with the front and the back part.

00:23:55.675 --> 00:23:56.939
And as you can see, there is a little bit

00:23:56.947 --> 00:24:00.603
of a stretching in our texture because of the seams.

00:24:00.779 --> 00:24:04.291
And this is, of course, one of some possibilities here.

00:24:04.323 --> 00:24:06.339
There are different kinds of other options.

00:24:06.387 --> 00:24:08.163
For instance, you can flatten that.

00:24:08.339 --> 00:24:11.051
You can do that in a pose in this case.

00:24:11.123 --> 00:24:14.135
I don’t use poses for that.

00:24:14.475 --> 00:24:15.659
I use actions.

00:24:15.707 --> 00:24:19.211
You can do it with pose, too, but the pose

00:24:19.243 --> 00:24:20.187
would be that.

00:24:20.331 --> 00:24:21.963
Yeah, pretty useless in the end.

00:24:22.019 --> 00:24:31.211
So I just use this, call it action unwrap, for

00:24:31.243 --> 00:24:31.935
instance.

00:24:32.395 --> 00:24:38.355
And I would now just go in and for instance,

00:24:38.475 --> 00:24:41.283
use this part like this.

00:24:41.459 --> 00:24:43.379
And now you can, of course, stretch it out and

00:24:43.387 --> 00:24:45.259
you don’t have to care much about everything.

00:24:45.307 --> 00:24:47.365
And the good thing is, if you are going to

00:24:47.405 --> 00:24:50.173
apply some other textures to it later on or something,

00:24:50.229 --> 00:24:55.413
you can reuse more or less the flattening you already

00:24:55.469 --> 00:24:58.245
did here later on.

00:24:58.405 --> 00:25:01.213
Don’t be concerned about that there is some kind of

00:25:01.229 --> 00:25:05.173
a curvature or something on there, because this is really

00:25:05.229 --> 00:25:08.653
just in our texture in this case, in our action.

00:25:08.709 --> 00:25:10.581
In this case, we are not going to change the

00:25:10.653 --> 00:25:11.673
model itself.

00:25:11.829 --> 00:25:15.325
And as long as you are not putting that one

00:25:15.625 --> 00:25:19.721
on top of your character in A core or something.

00:25:19.873 --> 00:25:24.205
It’s not going to affect you anyway, so.

00:25:30.825 --> 00:25:32.929
And I’m not going to do it for the whole

00:25:32.977 --> 00:25:35.657
character or something now, just to show you what can

00:25:35.681 --> 00:25:38.785
be done here to get rid of this seam problem

00:25:38.865 --> 00:25:40.565
and the area problem.

00:25:42.345 --> 00:25:45.633
This would be one of the ways to get around

00:25:45.689 --> 00:25:46.685
that problem.

00:25:47.505 --> 00:25:48.325
Okay.

00:25:49.465 --> 00:25:53.721
It has a couple of different disadvantages compared to the

00:25:53.753 --> 00:25:54.849
color one here.

00:25:54.977 --> 00:25:57.401
Because the good thing about this is that you can

00:25:57.433 --> 00:26:00.705
for instance, cut off more or less one of the

00:26:00.745 --> 00:26:01.353
patches here.

00:26:01.409 --> 00:26:05.131
So if you want to just hit the string or

00:26:05.163 --> 00:26:09.427
Steuerung control in English and use it around.

00:26:09.531 --> 00:26:13.435
And you can for instance, just do this with it.

00:26:13.555 --> 00:26:17.539
And if you want to reattach it, that’s possible too,

00:26:17.587 --> 00:26:18.855
if I’m not wrong.

00:26:22.515 --> 00:26:25.735
I’m not really doing that that much anymore.

00:26:27.395 --> 00:26:31.845
There’s some kind of a key component combination for that.

00:26:31.885 --> 00:26:33.917
I would have to look that up later on.

00:26:34.021 --> 00:26:36.829
We’ll tell you about it later on under the video

00:26:36.877 --> 00:26:37.525
or something.

00:26:37.645 --> 00:26:40.997
But in the end you can detach stuff and put

00:26:41.021 --> 00:26:45.021
it in a larger way so that not everything is

00:26:45.133 --> 00:26:47.501
affected by it and it doesn’t matter because it’s not

00:26:47.533 --> 00:26:49.305
going to affect your model itself.

00:26:50.205 --> 00:26:54.253
Okay, but all this is of course just a little

00:26:54.309 --> 00:26:56.797
bit much work, more or less.

00:26:56.861 --> 00:26:59.701
And because of that, we are going to use a

00:26:59.733 --> 00:27:01.145
different method for that.

00:27:02.085 --> 00:27:06.341
And to do that, there’s pretty much the same what

00:27:06.373 --> 00:27:08.677
we did in the second part with the box one

00:27:08.741 --> 00:27:09.605
part here.

00:27:09.765 --> 00:27:12.805
So I’m going to do exactly that.

00:27:12.965 --> 00:27:18.465
Let’s save that maybe to another part here.

00:27:19.965 --> 00:27:22.797
And what we can do is we can use Weave

00:27:22.901 --> 00:27:26.367
Bake Surface again and in this case hit the shift

00:27:26.431 --> 00:27:29.527
key to bring up this dialog if you are clicking

00:27:29.551 --> 00:27:30.151
on that.

00:27:30.263 --> 00:27:32.903
And as you can see, we have now different options

00:27:32.959 --> 00:27:35.135
to create different texture sizes here.

00:27:35.175 --> 00:27:40.911
Up to 8,000 pixels in one dimension, more or less.

00:27:41.063 --> 00:27:46.347
And I’m going to use 2084.

00:27:46.563 --> 00:27:48.507
Sorry, wrong.

00:27:48.723 --> 00:27:51.719
48 was right to do this.

00:27:51.767 --> 00:27:53.015
Margins can be put in.

00:27:53.055 --> 00:27:57.923
So margins are more or less the theme options I

00:27:58.019 --> 00:27:58.939
told you about.

00:27:59.067 --> 00:28:00.859
And here’s a resolution part.

00:28:00.987 --> 00:28:03.971
I’m not even sure what the resolution part itself is

00:28:04.043 --> 00:28:07.819
compared to the max texture size, but I think this

00:28:07.867 --> 00:28:10.251
can be put up pretty high, whatever you want to.

00:28:10.363 --> 00:28:13.627
And then you can overwrite existing files, remove all the

00:28:13.651 --> 00:28:16.535
chords, or remove the decord if you already have something.

00:28:16.995 --> 00:28:22.827
Bake Surface is pretty cool because it really combines everything

00:28:22.891 --> 00:28:25.299
you already put to the character.

00:28:25.347 --> 00:28:28.655
So if you for instance, have already base color, you

00:28:28.735 --> 00:28:31.703
have put on a couple of other decals or something

00:28:31.839 --> 00:28:36.943
you have put on for Instance, let’s say some kind

00:28:36.959 --> 00:28:38.783
of a specularity part and stuff like that.

00:28:38.839 --> 00:28:41.415
It can all be combined into one part.

00:28:41.535 --> 00:28:44.087
But the good thing about it is it’s creating us

00:28:44.231 --> 00:28:48.687
some kind of an automatic UVP in the end or

00:28:48.711 --> 00:28:50.343
UV map in the end.

00:28:50.479 --> 00:28:52.717
Sorry, not uvp, UV map.

00:28:52.911 --> 00:28:55.217
And if I click on that now, it might take

00:28:55.241 --> 00:28:58.525
a little wait for it.

00:29:00.305 --> 00:29:01.645
And there we are.

00:29:01.945 --> 00:29:05.481
We got more or less a couple of different parts

00:29:05.513 --> 00:29:05.945
here again.

00:29:05.985 --> 00:29:09.329
You could for instance, use everything as mentioned before.

00:29:09.457 --> 00:29:10.393
I’m not going to.

00:29:10.449 --> 00:29:14.245
I’m just going to use color part in this case.

00:29:14.585 --> 00:29:17.297
And if we have a look at that now, you

00:29:17.321 --> 00:29:18.633
will see the same structures.

00:29:18.689 --> 00:29:21.921
So the sizes are different then, but they are all

00:29:21.953 --> 00:29:24.609
more or less not connected anymore to each other.

00:29:24.657 --> 00:29:27.321
But that doesn’t matter because in this case we are

00:29:27.353 --> 00:29:30.057
going to use some kind of a painting program, a

00:29:30.081 --> 00:29:31.150
3D painting program.

00:29:31.224 --> 00:29:33.761
In this case there was 3D painter.

00:29:33.793 --> 00:29:34.721
I really liked it.

00:29:34.793 --> 00:29:38.041
But the development has stopped there.

00:29:38.193 --> 00:29:40.729
So what we are going to use is 3D code.

00:29:40.857 --> 00:29:42.169
Pretty nice one too.

00:29:42.337 --> 00:29:44.713
And I’m going to show you what’s going on there.

00:29:44.769 --> 00:29:46.577
So we are going to get rid of these.

00:29:46.681 --> 00:29:47.845
We don’t need them.

00:29:48.825 --> 00:29:50.833
I think that one should be saved.

00:29:50.889 --> 00:29:54.393
Yes, it is already just hit save of the whole

00:29:54.449 --> 00:29:55.417
project then.

00:29:55.561 --> 00:29:57.593
And now what you want to do is you want

00:29:57.609 --> 00:30:01.161
to export this to an OB file.

00:30:01.193 --> 00:30:04.457
In this case you could try to use one of

00:30:04.521 --> 00:30:05.805
the wizards.

00:30:06.945 --> 00:30:09.473
I’m not sure if it’s even available anymore.

00:30:09.529 --> 00:30:10.577
No, I don’t think so.

00:30:10.681 --> 00:30:13.205
Just use the OB version, it’s easier.

00:30:13.675 --> 00:30:16.691
And use for instance 16 polys per patch.

00:30:16.723 --> 00:30:19.691
In this case, everything else should be left like it

00:30:19.723 --> 00:30:20.659
is more or less.

00:30:20.787 --> 00:30:22.375
And put this one.

00:30:22.915 --> 00:30:24.255
Give me one second.

00:30:26.715 --> 00:30:28.015
There we go.

00:30:29.075 --> 00:30:31.731
We are going to put it into some kind of

00:30:31.763 --> 00:30:35.415
an export part, for instance.

00:30:37.355 --> 00:30:39.147
Don’t see something like that at the moment.

00:30:39.211 --> 00:30:41.125
So let’s export.

00:30:43.745 --> 00:30:44.605
Okay.

00:30:45.305 --> 00:30:47.285
And we are going to put it in here.

00:30:48.305 --> 00:30:51.457
And most important, if you are going to import something

00:30:51.521 --> 00:30:54.489
now, make sure that the textures you want to put

00:30:54.537 --> 00:30:59.697
there or on the model itself are available there.

00:30:59.881 --> 00:31:01.489
So just copy that over.

00:31:01.537 --> 00:31:04.297
If it’s not in general it should be.

00:31:04.321 --> 00:31:05.401
And there are options to do it.

00:31:05.433 --> 00:31:06.385
Yeah, there it is.

00:31:06.465 --> 00:31:07.161
Everything is fine.

00:31:07.193 --> 00:31:09.105
Then it got over.

00:31:10.285 --> 00:31:10.701
Okay.

00:31:10.733 --> 00:31:13.141
And then we are going to go to 3D code

00:31:13.173 --> 00:31:15.341
in this case and I’m going to just shut that

00:31:15.373 --> 00:31:15.709
down.

00:31:15.797 --> 00:31:18.821
Go to file in this case import.

00:31:18.893 --> 00:31:21.925
And I’m using model four per pixel painting.

00:31:22.045 --> 00:31:24.157
And if I click on that, I can now go

00:31:24.181 --> 00:31:25.549
to my export folder here.

00:31:25.597 --> 00:31:29.397
Go to Tomob in this case leave everything as it

00:31:29.421 --> 00:31:29.869
is.

00:31:29.997 --> 00:31:33.067
So he’s going to import everything as it should be.

00:31:33.181 --> 00:31:36.535
You shouldn’t do any kind of subdivision or something, otherwise

00:31:36.575 --> 00:31:39.395
you’re not going to be happy with the result.

00:31:39.855 --> 00:31:43.183
Subdivision is done by Animation Master when exporting.

00:31:43.279 --> 00:31:45.519
And as you can see, it’s a pretty nice looking

00:31:45.567 --> 00:31:48.263
model now and we can now paint on it.

00:31:48.439 --> 00:31:50.103
As you can see, here’s the layer part.

00:31:50.159 --> 00:31:54.431
In some situations in 3D code, layers are not available

00:31:54.503 --> 00:31:55.319
at the moment.

00:31:55.447 --> 00:31:58.695
So click on that here, then it’s going to open

00:31:58.735 --> 00:32:00.303
up and as you can see, we have a layer

00:32:00.359 --> 00:32:01.615
bs Tom and so on.

00:32:01.655 --> 00:32:04.191
This is our texture model we are going to want

00:32:04.223 --> 00:32:05.195
to paint on.

00:32:05.335 --> 00:32:06.667
So select that one.

00:32:06.811 --> 00:32:09.731
Go to, I don’t know, any kind of color you

00:32:09.763 --> 00:32:09.955
want.

00:32:09.995 --> 00:32:11.771
For instance, let’s take that one.

00:32:11.883 --> 00:32:15.611
You could of course use different techniques in 3D code

00:32:15.643 --> 00:32:18.147
to project the colors and stuff like that.

00:32:18.171 --> 00:32:20.347
But I’m not going to go into detail there.

00:32:20.451 --> 00:32:22.635
I’m just going to use a pencil in this case

00:32:22.675 --> 00:32:26.051
and I’m just going to print on him some kind

00:32:26.083 --> 00:32:27.971
of a part here.

00:32:28.123 --> 00:32:31.211
As you can see, he is going to try to

00:32:31.243 --> 00:32:36.311
simulate some kind of of a height there that is

00:32:36.343 --> 00:32:39.559
indicated by this red line you see in the brush

00:32:39.607 --> 00:32:40.031
here.

00:32:40.143 --> 00:32:42.695
If you want to change that, right click and you

00:32:42.735 --> 00:32:45.127
can alternate that more or less.

00:32:45.191 --> 00:32:49.383
It’s not going to produce any kind of bump map,

00:32:49.439 --> 00:32:51.063
at least not by default.

00:32:51.119 --> 00:32:53.903
You can do that, but it’s not going in this

00:32:53.959 --> 00:32:54.555
case.

00:32:56.415 --> 00:33:01.761
Just move around now and we are going to produce

00:33:01.833 --> 00:33:04.321
some kind of an image here or some kind of

00:33:04.353 --> 00:33:09.165
a face maybe, don’t know.

00:33:10.465 --> 00:33:14.065
See, just very simple.

00:33:14.105 --> 00:33:16.425
It’s not about showing you how to draw something very

00:33:16.465 --> 00:33:16.785
nicely.

00:33:16.825 --> 00:33:18.857
I’m not really the person to do that.

00:33:19.001 --> 00:33:22.201
But it’s showing you that for instance the face will

00:33:22.233 --> 00:33:22.761
be fine.

00:33:22.833 --> 00:33:27.737
And that for instance you can draw over seams in

00:33:27.761 --> 00:33:29.473
this case, which is more or less why we are

00:33:29.489 --> 00:33:30.685
doing all this.

00:33:31.505 --> 00:33:35.233
So if I for instance now draw something at this

00:33:35.289 --> 00:33:41.737
point, as you can see, let’s put some kind of

00:33:41.761 --> 00:33:46.125
a patch there or something and maybe we want to,

00:33:47.105 --> 00:33:51.345
I don’t know, put in another color and draw something

00:33:51.425 --> 00:33:54.207
a little bit model on there just to show you

00:33:54.231 --> 00:34:06.975
what’s going on there, something like that, for instance.

00:34:07.095 --> 00:34:09.455
It really doesn’t matter what we are drawing there.

00:34:09.575 --> 00:34:10.079
Okay.

00:34:10.167 --> 00:34:12.983
And now we got more or less a painting done

00:34:13.039 --> 00:34:15.151
and now we have to export it again.

00:34:15.303 --> 00:34:19.357
So go to export color map in this case.

00:34:19.461 --> 00:34:21.701
And now we just have to tell him where he

00:34:21.733 --> 00:34:22.805
should save that.

00:34:22.885 --> 00:34:26.565
You can now just overwrite more or less an existing

00:34:26.605 --> 00:34:27.045
one.

00:34:27.165 --> 00:34:29.317
So in this case it should be bstomcolor.

00:34:29.341 --> 00:34:31.325
If you’re not sure about that, have a look at

00:34:31.365 --> 00:34:34.125
this again there you should see the path.

00:34:34.165 --> 00:34:37.253
It’s bstomcolor zero in this case.

00:34:37.389 --> 00:34:38.645
So it’s this one.

00:34:38.805 --> 00:34:41.037
What I tend to do is I’m going to.

00:34:41.181 --> 00:34:46.137
Sorry, I’m not going to override it by itself, but

00:34:46.161 --> 00:34:51.713
I’m giving it some kind of a secure measure so

00:34:51.769 --> 00:34:54.825
that if I’m overwriting something I didn’t want to do,

00:34:54.945 --> 00:34:57.905
I still have the possibility to go back on something

00:34:57.945 --> 00:34:59.729
like that and like this.

00:34:59.777 --> 00:35:02.265
I’m just going to export that now and if I’m

00:35:02.305 --> 00:35:06.545
just right clicking on this now reload it should you

00:35:06.585 --> 00:35:09.917
saw there was a change in the path there and

00:35:09.941 --> 00:35:12.325
now you should be able to see what we did

00:35:12.365 --> 00:35:12.589
there.

00:35:12.637 --> 00:35:15.933
And as you can see it draw over the seams

00:35:15.989 --> 00:35:16.837
pretty nicely.

00:35:16.941 --> 00:35:20.229
We have a nice little face here in our map

00:35:20.277 --> 00:35:24.665
size or map vision here and it’s looking quite okay.

00:35:25.685 --> 00:35:26.373
Yeah.

00:35:26.509 --> 00:35:28.485
And this is more or less what you can do

00:35:28.525 --> 00:35:31.189
with very complex models, for instance.

00:35:31.237 --> 00:35:33.397
So if you want to go the complex route, you

00:35:33.421 --> 00:35:35.789
are just going to use something like a 3D painting

00:35:35.837 --> 00:35:36.425
program.

00:35:36.735 --> 00:35:39.231
And of course you can unwrap stuff and you can

00:35:39.263 --> 00:35:40.675
do different things with it.

00:35:41.255 --> 00:35:43.511
I think there are a couple of different other videos

00:35:43.543 --> 00:35:45.471
available where you can see that in a better way

00:35:45.503 --> 00:35:49.475
than I can show it in this more or less

00:35:51.455 --> 00:35:52.087
short one.

00:35:52.111 --> 00:35:55.591
It’s not really short, as you already have noticed probably,

00:35:55.743 --> 00:35:57.823
but this is just a couple of different things I

00:35:57.839 --> 00:35:59.935
wanted to show you and I hope this will give

00:35:59.975 --> 00:36:01.775
you at least a starting point.

00:36:01.815 --> 00:36:03.543
If you have any kind of questions, please let us

00:36:03.559 --> 00:36:06.359
know know in the forums, for instance, or just write

00:36:06.407 --> 00:36:08.079
me on my website or whatever.

00:36:08.247 --> 00:36:12.631
And yeah, so hope you had fun and see you

00:36:12.663 --> 00:36:13.143
soon.

00:36:13.279 --> 00:36:13.695
Bye.