alright going live now.
So
I'm going to turn on some music already. There we go,
turn down the volume of it.
There we go,
posting the comment
pent comment. If anyone has questions, you can tag me,
I can see it more easily.
So
what kind of job?
Welcome everyone. So this is the third stream now for the shading of snow.
So last time I kind of left off at
shading the shirt, adding normal maps, doing some stuff with the service
and doing also a little bit of an improvement
uh with adding some details that are not actually there in the model.
So there's still a little bit of stuff that I want to add to this.
Um
but in general, the shirt is already pretty far ahead.
Mainly the things I want to add is um
these little dark highlights over here,
I want to have them on the rest of the seams as well.
And I would like to
add just a little bit of wrinkles to it, Just smaller detail, but overall
should be pretty much like this.
And then I'm gonna basically do the same for the,
for the pants over here with the only difference that
that one is going to have a different material,
different textures, it's gonna look a bit more like denim
and with that it's also going to have visible stitches. So
that's something I want to do
and then eventually
there's plenty of to do like the shading on the eyes, the inner mouth,
all of the good stuff
and then at the end I would wrap it up with the hair
but I'll just see how far I can go.
Um
I'll just focus on
the shirt again.
Let's just
make the movies over here but smaller
I don't need them.
Mhm.
As of right now
all of this looks kind of good.
I made this mask for the for the dark areas the crisis
please. No spamming.
Right.
Mhm.
Um
Okay.
Mhm.
Oh my God. And
there's also this procedural mask.
This is all just arrived from one of the UV maps over here
which gives me like a clear direction where to create these masks from
and
hold on.
Yeah.
Mhm.
Yeah.
Okay hold on sorry.
Yeah.
Yeah
here we go.
Um I already see the first question are you going to use humans for texture ring?
I do yes.
Not necessarily for the clothing but I did already start using you dems
um or at least setting up you dems um um U. V. S
over here
for
I mean there were already some live streams on you
them on setting up these students for the body.
And eventually I would like to add some extra texture painting on top which is
going to come really in handy
but okay.
One of the things that are going to haunt me for a bit
is that I never read a polish justice in the really correct way
that the seam would go along here instead. It's kind of like going along here.
It's not that great but to be honest, I can live with it.
Mhm
Okay,
now though
I have a bunch of UV maps over here.
Um
so I got the, this one over here which is for the color and the sleeves,
it's adding some fake um
seems and little patches,
but then there is also
other ones and I would like to use those
to create some more detail.
Mhm.
Let's see. So I got these two color patches.
Mhm
Yeah.
Mhm.
Hold on.
At some point I would also need to clean
this up because notes tend to become really busy
and making
this looks good,
it's going to be a bit tricky. Ah this is where I wanted to do that.
Mhm
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Here we go.
Okay, so this is basically the note where I'm multiplying
this little crease on top,
go,
okay, I'm gonna, with old P.
Oh, by the way, I'm going to turn on screen cast keys so you can see what shortcuts.
I'm pressing,
I would like to make a new note group over here
mm
And I'm going to call this one
seems
and for this, I already have these guys over here
actually let me
turn down the size of this thing, it's actually kind of insane.
Um
so
there we go. Now, it's more on the side.
Okay,
um I'm actually going to select these guys,
these little notes over here,
which is a ravine map
mhm
Where and I'm going to use a different one. I'm going to use the seams one.
I'm actually going to
rename these
Yeah,
but I also need to check them out. Like
How does this one look like?
So
because I have to UV maps for the seams,
one for the horizontal,
for the horizontal seams and one for the vertical seams,
vertical or verticals are not yet done.
This also still need some work.
Mhm
Well I will get to that
actually.
Maybe I should just keep this as seems one and
seems to because it's not uniformly horizontal or vertical,
it's just
22 directions that are crossing each other sometimes
and I would like to have that in there.
There we go.
Yeah
mm
mhm
Let's see
mm
mhm
um
it's actually getting kind of hard to see maybe why are frames can help
a little bit.
Mm
mm
Yeah.
Uh huh
Okay.
Uh huh
Now let's actually see, I got this first, give the map on. Seems
right now it's really just one thing and it's the collar thing is
I don't need the collar.
I already
I already have
some
like some seems placed there. What I'm actually more interested in.
Uh
Oh jesus
thank you.
Are the sleeves
mm
Okay.
Yeah
mhm
Well
Uh huh
mhm
Okay that's actually
there's something going on with the UV unwrap with the auto unwrap,
let it go.
That's it.
Okay,
let's see so I want like there's a clear split in the
pattern over here and I would like to highlight this crease,
it's like the seam.
So I would need this one
which is going all the way across over here.
That's going to be for the first UV map.
Um
That's pretty much it,
that's going to be the first test and then there's a
second UV map for the pattern that is crossing it,
this one.
And this one on top over here as well
and it's basically everything I need for that.
So yeah, this first UV map, it's really just about
these two over here.
Mhm.
Two.
Uh huh.
Yeah.
Mhm.
Now.
Mhm.
He seemed to be pinned ones.
Let's see.
So they seem to be the loops that I need to pin.
Now I can rotate this shift w on this loop and a line auto
and it's just going to snap it to one axis. I'm going to do the same thing for this one.
A line auto
can select these two islands
and use basically uh average island scale. I added a shortcut to it.
Control a just so they have the same size and I can just make sure that they
are exactly on the same height
right there.
Yeah.
Oh
here we go.
Now, I just want to preview this.
Sure
it looks pretty good so that's kind of where I wanted to be.
Yeah,
kind of like this
yeah.
Yeah.
Yes
over here.
There's a bit of a
distortion over here,
but I'm actually going to change the U. V.
Smoothing on the sub sufficient surface modifier
to keep corners instead of keep boundaries.
I just find it to be more accurate.
Um Maybe I'm wrong on that, I'm not sure,
but that's at least from that's what I was able to to tell from it.
Okay, so now I'm gonna pin these guys as well
and I'll just scale them down a bit more along the Y axis.
There we go.
Actually, only the
I'm gonna UNP in all of them. I'm just, I'm just gonna pin the endpoints over here,
pin them
and want to scale them along the Y axis. So they meet up,
Scale them to zero.
There we go.
They meet up.
So that kind of works already
now, I just need to ah
at a colour mix RGB and I'm gonna
mix these two guys together
just by
do you doing an ad
and there we go
mixed together.
I'm gonna put this one
in here
and I can just
replace this one
entirely.
Okay,
this seems to be this one seems to be thicker
so I need to change that. I would like to.
Mhm.
Hold on.
Also, sorry, I'm neglecting the chatter pit. Have there been any more questions.
Hello? Using Simpson.
Smart UV project, is that a viable way to UV unwrapped and UV unwrap something
or is it temporary, like the rematch option? Also. Nice here. Thank you. Um
Smart tv project something I rarely use.
Sometimes I use it on you ve is where I don't care too much about where seams are
they sometimes like it gives you a an okay result
depends on what you want
to do.
Um
Usually like times where I use it as if I have a sculpt or like
maybe like a model that I have decimated and I just want some quick and dirty U. V. S.
I'm going to use a smart tv project
and that's just at least going to give me something
and then I could maybe bake something on top of it like some textures.
Um
There's another question. What is your opinion on render man?
Now supporting blender?
I don't really have an opinion to be honest because I have never used render man.
Sorry if that is a bit disappointing.
Um
Let's see
I need to make
yes.
No no
I shouldn't make this thinner. What am I doing?
Mhm.
Actually what I should do is I should mix these all together
in the end so there's going to be a math note
and these two
I'm just gonna
at them
actually multiply.
Mhm
I guess not. Um
Mhm.
Yeah that's just going to make things messy. Actually
let me get rid of that
and even though these two are using the same settings.
I'll just let it be like that.
Okay
now
you can select the SUVs
actually set the cursor over here and I'm going to make the curse of the pivot point
and then I can scale this up and down.
I can scale it up so that it has the same
thickness as the other ones.
Here we go.
Mhm.
Like that.
And then if I look at this over here
yeah.
Why I mean
in the shada.
Mhm.
I can see the result.
I have this extra crease edit here.
I think one thing that I would change is
I would actually misplace it a bit more
so that this like center line over here is exactly on the scene.
Okay.
Kind of like like that I guess.
Yeah
or I mean
what I could also do is just I could
move the U. V. S.
It's a bit easier than punching in numbers
kind of like that.
I think
I think this might actually make it not physical anymore.
No it's still working.
Yeah
kind of like that.
Mhm.
But
that suddenly creates a new problem.
I need to actually unwrap.
Mhm.
It's put over here. So wait I'm going to select these two.
Okay just that loop in the middle actually
and I'm going to grow this election because I think my settings
usually I'm not working on this computer so I have a
a bit of a messed up key map. So control plus
like that.
Okay
okay these parts
I want to have unwrapped.
So
I'm gonna unpinned them. I'm gonna unwrap them like that.
Mhm.
I think yeah these are the loops.
I will pin these.
Mhm.
Right.
Um
Hold on I can make
where is it?
Ah There's um
an operator for making seems from islands. There we go.
Right
so I select these
go
you ve
uh average island scale, where is it seems from islands?
There we go.
Now I can move this around.
Mhm.
Actually works.
Mm.
Yeah.
Well.
Mhm
yep.
Perfect.
There's some more questions how much time will it take to make a video?
Like Brenda studio?
I'm not sure what kind of video you mean? Um
Any tips on Z brush blender workflow.
Um I mean the it's been a watch that I've used it
but the thing that I've been using was an adam called Goby.
It's like a like a similar plug in then just goes ian nz brush and
it's basically just a bridge between the
two Softwares to immediately import and export objects
but I'm not sure how well that is maintained. I think there were some issues with it
but I would need to look that up.
Uh Damn it.
Mm.
Some of these things with UV sinking should be fixed at some point
but I can at least rotate some of this stuff.
Yeah
like that,
selecting this
setting a three D. Cursor as a pivot and then just
and now it's like kind of aligned and I can just select this shift w a line
shift w align auto
and there we go if we now and hide the rest,
I can
align this with those parts as well.
But first actually want to try out and add on I downloaded text tools again
which for some reason is not enabled hold on.
So text tools there we go,
I'm gonna save preferences.
Uh Actually in the wrong workspace there we go.
So because in text tools there's something I like to use
and that is
to pick
Um text
Texel density. So I can like like let's just like this one pick
now that's the textile density over here and now I can select this one and apply it
and now
mhm.
He should basically have the same size
the movies I mean
it's going to help a lot and now I just need to align them properly.
Yeah
yeah
like that.
Okay
okay
there we go.
Mhm.
Going back to the UV editor
mm
Okay I can select these two,
select all of this
now,
I just need to align it real quick so if I just move them along the y axis a little bit
can see the effect that this has.
Mhm.
If I look at it and shade it,
that's it.
Perfect
kind of
yeah.
Mhm.
It wasn't me
thank you.
Yeah.
No.
Mhm
can I align this better over here. Yes I can
mm.
Yeah.
Mhm.
It's subtle but this really helps um
uh there's some more questions um
why frame notice broken, do you care? I don't like not if so how do you
get
abide it?
Um Well yeah I don't really use the wireframe note for obvious
reasons because it's test relating giving you a test related result.
Um I do a bit of a
trick with UV maps.
Well if you um
like if you select
uh all of your U. V.
S like if I just make a new UV map map over here and I just uh you and say reset
every single face in the U. V.
Is just going to completely take up all of the UV space.
So then you could use those coordinates to define a wireframe
um basically the same way how like I can just quickly show this essentially like
I can just select the UV map over here and you can
already see it's giving you a coordinate over here from each individual face
from both sides.
So if you then
add in a converter,
wait yeah a math note over here and say greater then you can define a sort of like
with over here
and one over here
and then if you go again with a math note and just say multiply
these together.
You already have parts of the puzzle.
He also needs
a lesser than
well
hold on and
mhm
I hope I can do this quickly enough
but I think it
makes sense to show.
Okay,
okay.
Mhm.
Okay.
Almost done.
Oops.
Yeah
so you get kind of the wire frames one from
one side and then wire frames from the other side.
Um
Hold on
and you invert them.
I actually forgot how to invert
screw it.
Invert note.
Mhm.
This is not how you do it. Um
Mhm.
Well but yeah you kind of get the idea that like uh hopefully I I don't know.
I'm not sure.
So
This this 0.0. point of four.
So I say 1 -104
and I have the other side.
Mhm.
Find now mold
whatever. Multiply.
Yeah.
Okay.
Yeah.
Mhm.
Okay.
Uh
I I'm spending too much time on this.
Mhm.
I would need to
figure this out in more detail.
Yeah
I had a note group on this, goddamn it. Um
You can
okay
well this should be ad.
And then yeah there we go. That's usually how I do wire frames.
So by making a UV map where all the faces are reset.
And then I could for example suggests.
Yeah.
Well define a certain
thickness for the wires.
The problem with this method is that the thickness of
the wires is dependent on the resolution on the density
of the faces because it's based on the U. V. S.
But I find this to be more appealing and reliable.
Um
Let's actually get rid of this.
Uh huh.
Or at least I'm going to bring it back for a short moment maybe.
Well it's not possible so damn it onto doesn't work. Um
uh There's another comment to solve your problem in your last dream.
You could have used the script semen made that mainly involves vortex painting.
I might go into detail about the scripts.
Um it basically adds the functionality to
paint vertex maps in three different colors
without having to pick the exact color.
And also save some slots. Do
yes
I should maybe do that from time to time
because
black and white maps a nice but there is the possibility to have more range like
More masks in one vertex
uh like verdicts color slots.
Um
Mhm.
Anyway.
Yeah.
Now
is this
yeah.
Mhm.
Is still one part missing
which is why I made a second UV map over here called seems to
and that is that I want
well actually
pinned these. I'm going to get rid of all of the seams.
Actually not all of them.
What I want to select the ones I want to keep
seen.
Like these ones.
Mm
Select all the other ones. Clear. Seem
like that.
Yeah
that makes sense.
Oh well actually
I don't have it on the other side. So I should select one of the scenes shift G
select similar
seem
and then hold on mirror
selection.
Select mirror
and Mark seem
ah
didn't quite work because it's not fully symmetrical
but part of it was now it's working
okay
now I would like to
thank you
select this Seems actually
and grow the selection.
So I'm going to make just make this full screen for a moment.
Um So select more.
I'm going to repeat that
couple times actually
like that.
Mhm.
Okay
perfect.
And then from this I'm gonna say
U v
wait unwrapped.
So now these are unwrapped what I have selected and then I can say you ve
and um
seems from UV islands and now I actually have these properly seemed
perfect
old
now what I need to do is I need to select
mhm.
These guys over here
I want this to be the just like with the other UV map
the street
parts. So I'm going to pin these
now that should
kind of work.
Yeah.
Mhm.
Let me go.
Mhm.
Control AI'm going to rotate all of these 90°
oh
80 degrees
like that.
And I just need to basically ought to align these. I think they're straight enough.
Yeah.
Mhm.
I wish it would auto align all of these individually if I would select them
but it doesn't
now I can already kind of preview this I guess over here so if I would
move this down yeah there we can see it.
Yeah
so there we go
I can just move these all on top of another.
I'm gonna full screen the UV editor just to be able to do this but quickly.
Mhm.
Yeah.
Mhm.
Go
yeah.
Oh.
Mhm.
mhm
mhm.
It's going to get all of these a bit closer
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Oh
yeah.
Mhm.
Actually
yeah
I think that's good. Um
Let's move all of these down and see where they finally meet up
with the correct point
nowhere.
Oh
should preview this.
Here we go,
that's the spot.
Mhm.
But
yeah
um
yeah.
Right
yeah
Okay
yeah
okay
now I just need to preview it over here and I will be able to see exactly
where all of this happens up
of course
still using the wrong
note for the normal map.
It's this one
in the normal map. I can see it more easily
where
that spot actually yes
let's go
now the seam is right there.
Yeah
yeah
mhm
continue.
Mhm.
Hold on.
What is going on over here
enjoy?
Mhm
And
it's strange
mhm
mm.
Oh
what is this?
Mm
Yeah I don't want this.
Okay.
Mhm
mhm.
I don't really understand this whole right there.
It's weird.
Yeah.
Oh maybe it's because that is actually where these two are crossing
and that's creating yet some weird pattern over here.
I could live with that.
Yeah.
Yeah
mm
Yeah.
Mhm,
mhm.
Yeah
mm.
Yeah
and
yeah
yeah.
Mhm
mhm.
Yeah.
Yeah
interesting
but if I enable clamping
maybe that won't really help
mm
Oh there's also a different issue
mm
Well it's kind of unrelated but it's a similar thing to what I had before that as well.
Yeah.
Yeah
Yeah.
Mhm.
Yeah
mm.
Yeah.
Mhm.
Yeah this is what makes it go off.
Yeah.
Yeah
no it's actually not
what is creating this effect.
Yeah
I mean
yeah.
Mhm.
Yeah.
Mhm.
Yeah
Yeah.
Mhm.
Mhm
interesting.
Yeah.
Mhm.
Huh.
Well are there any more questions can we use blender for making
models for games? Sure
I think textiles messes up your undoes. Be careful.
We're good to know
um Any good free resource to learn blender texturizing
that's a good question.
I need to actually like I would need to check that out more because
one of the strong points and textural with
blender is fully embracing the note system and
and then you're you quickly delve into a shading tutorial so
I wonder if there's any really good
text shrink notorious
man this is uh kind of strange,
I'm not exactly understanding where this behavior is coming from.
Yeah.
Yeah
yeah
very much due to
wait.
Mhm.
That's strange.
Yeah
mm.
Yeah.
Mhm.
Okay.
Mhm.
Yeah it is pretty much because this is being multiplied
on top.
Not quite sure how to resolve that.
Um
yeah
doesn't cause a problem with uh
Mhm.
Thank you.
Okay
mm.
Okay
well some of this has been new to me because I
don't usually add seems like that or cross them like that so
what I could actually do
As I could separate these two a bit more.
Yeah,
yeah,
so that they don't quite interact,
it's
mhm.
Yeah,
Yeah.
Okay.
Mhm
Okay, so I got this one and I got this one.
Both of these are
our white. Oops,
mhm
Okay.
Mhm.
Thank you.
Yeah,
okay, so I got the,
like these two lines and I put them into the power note individually.
Yeah,
I could multiply this,
we're here and I could multiply this
again with this,
it's
factor.
Mhm
And now I avoid the issue.
Here we go,
just by handling these separately.
Yeah.
Keeping
mhm.
Uh
I see a question for the seam, should you not use the Lighten blending method?
Mhm
Lighten,
I'm not sure why um I wanted to kind of be a crease that goes
inwards implying a bit of shadow is pretty much what I want in that case.
Mhm,
mhm,
mm.
Although in this case,
like some of it is also not exactly like how it should be like here,
it's like crossing, there's like cross section over here
and both directions have the same
yeah,
sort of importance.
Whereas usually you would have like,
I don't know like this piece over here is overlapping this one
and then these individually have like their own theme around here,
so
mhm
It's maybe something that I should also put in here.
Yeah,
maybe that could be easy to add. Um
Yeah,
okay,
wow,
it's actually kind of tricky to be honest, thinking about that
because I didn't make the normal maps that way I could like try to raise
this whole patch over here of cloth.
Yeah.
Mhm
mm
but to be honest I think it's fine for now I might find another solution for that
but
it's like the most important stuff
taken care of. I'm going to quickly go over here and say
diffuse color.
It's basically how I wanted to look like perfect
subtle but it works
and
yeah
let's see
some weird stretching going on over here
in the U. V. Map
and I would like to try to get rid of that
let's see
so there's this part over here.
Oh
okay I'm gonna um I wish the scenes would be kind of tight the UV map because
I need to now get rid of all of the scenes uh for that I need to disable
life unwrapped for a moment.
Uh huh.
Control year
clear.
Seems select all of this and you wait uh you ve and
then uh seems from UV islands now it's looking correct again.
Yeah
now if I enable live UV unwrap again
should work all fines so if I just move one of these points
it's actually not missing anything up.
Mhm.
Okay
I think it does.
Oops
thanks
that's not correct.
Okay
well
yeah
let's see
mhm
mhm.
Right.
Mhm
Yeah the movies could be better here
it's causing quite a bit of stretching.
Not sure why this is having a
a scene
see.
All right,
here we go.
It's a little bit of overlap over here. That's not good.
Oh
yeah.
Mhm.
I think this is starting to look a bit better
except for that point over here
wow.
Maybe it loses the UV sculpting
brush a little bit
and just move one of these points.
Yes
but did something but not quite what I was going for.
Mhm.
Yeah
I shouldn't obsess about this. I think overall it looks fine.
Mhm.
Um
I'm going to quickly go to my references over here
because yes this sort of thing over here like this overlap is something that
I would like to imply a bit more I think that would be nice
but I don't think I can do that procedurally that much and for
that I would actually like to add a bit of texture painting to this
so
it's actually add an image texture.
And
well I don't have any naming conventions on this thing yet. I think
it's all kind of
random but I'm still gonna just call this text for texture
and then shirt
um
wrinkles
and I'm gonna make this
it's actually make it a two K. Texture for now. No alpha.
Um
I don't just make this
five I think
And then 32 bit float.
Okay
control t clicking on it just to get the
with the coordinates
and
I think I don't need to be 32 pid I think I can downgrade it
something
smaller
but that's something actually would need to fight somewhere.
Um
checks
shirt wrinkles actually going going to call it shirt snow
dot underscore shirt wrinkles
mm
Let's see image.
Um
Yeah
no I can't really find the settings but I do remember there being a setting
To change it from 32 bit
to 16 bits.
Well I'm going to find it out at some point but
um
I want to use this
to paint
the normal
a bit more.
So I'm going to just quickly replace which normal uh normal
note I'm using here just to test this for a moment.
So if I cannot go in here and I go to
oh
oops
go to texture paint mode.
Mhm.
And I start painting on this.
Yeah.
Yes.
Well first I need to kind of be able to see
okay I see a result.
Mhm.
So you can see that if I paint on this
actually adding a bit of bump information.
Yeah
not a lot though.
Yeah.
Mhm.
Yeah.
Well
mhm.
Also I want to change the sampling and the view port for e. v. 21
what that generally does it's gonna create a more immediate feedback which is
just more useful.
Yeah.
Now
mhm.
Yeah
I want to add this on top.
Yeah.
Yeah
let's see how does this look.
Yeah.
Yeah
doesn't drown out the detail. Perfect.
So you can see I can actually paint in a bit of a normal map,
that's basically as much as I need. Um
So now if I go to this,
plug this into the normal,
I should be able to see the result
go.
It still looks kind of weird though.
Why is that?
Yeah.
Mm.
Yeah,
mm
Down.
No.
Yes.
Yeah,
supposed.
Yeah.
Mhm.
Yeah.
Uh Oh.
Mhm.
What's going on over here?
Yeah.
Mhm.
Yeah.
Yeah,
yep. I should actually disabled text tools again.
It does actually mess up the undo stack.
I also see some questions that I missed um
at the very start of the video,
why would you need a separate horizontal and vertical seam thing?
Wouldn't it be possible to use the U. Or the V coordinate, respectively?
It's actually a good point. Um
Yeah,
I think I could
set it up like that.
Yeah.
Only that.
Yes.
I think it's actually possible. Yeah. If I if I pin the edges of the U. V. S.
Right and snap them to a like vertical line in the U. V.
Map that is consistent and a horizontal line
that is consistent,
then I could do it with one.
Um
It's actually a good point.
I'm going to keep that in mind.
Yes,
mm hmm.
Did you get that?
Um
Yeah.
Mhm.
Let's see you.
Yeah.
Mhm.
Yeah.
Mhm.
2 1, 4, 4.
Mhm.
Yeah.
Does that actually work?
It's,
yeah.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Some of the stuff is something that I need to figure out again?
Mm
Yeah,
yeah,
mm.
Mhm.
Yeah,
mm.
Mhm.
Yeah.
Okay.
Yeah,
yeah.
Mhm.
Okay,
okay,
mm
Okay, this seems to be a bit of a mystery to me right now,
yeah.
Um
Yeah.
Mhm.
Yeah,
yeah,
yeah.
Mhm
mm
I'm gonna try a bit of a different
approach.
Mhm.
Okay.
Uh huh.
I think
peter's onto something that's maybe the better way
to do it instead of figuring out how to
ideally
mix the colors
in a way that they
don't fight each other. I could just do
used to pump notes
and then mix the vectors
that would be cut,
see
but it's actually the best way of mixing vectors. Um
Mix our GDP is a terrible choice.
Um The math note kind of works but only for value, single values. So
what I could also do is I could
separate
the vector into three
values
and then to that
mm
wow.
Yeah,
hold on, I'm gonna actually gonna group this
um
no, hold on, multi
well she control all key.
There we go.
Mhm
and then a combine
mm
X Y c there we go.
I could just make a note group out of this so I can keep this a bit simple,
yeah.
Uh see some comments. Um
um I've been watching these live streams from the start, Do people actually
put this much attention to detail in huge time?
Um bound productions also great work by the way, how did you manage to,
you feed the colors?
So um you see the colors
hold on the 1st 1.
Not necessarily, but also
this is um
I know that if someone would work on this,
he would do this in an instant um I wanted to use this as a bit of an opportunity to
try out some procedural uh shading as well, so I'm not very proficient with this
but
and
um
it's true that in a production environment,
so you're going for the fastest option that is going
to give you the result that is good enough,
so
what I'm doing right now,
it's not quite as efficient.
Uh that doesn't mean that the method is bad,
it's really just that I'm building this from the ground up, which
is,
it's just super slow.
The ideal scenario is that some of this would be to
like
how long
ah the ideal scenario is that
some of these
note groups and setups would already be
existing
so you can just copy, paste
a lot of this, like really make this work flow efficient,
that's not what I'm doing.
Yeah,
um
yeah,
hold on.
Mhm,
mm.
Yeah.
Uh huh. I also see some more comments, converter, vector math add,
add might make more sense to be honest, I think you're right,
but
one of the things that I'm actually not really sure about right now is
mhm
Why is
Mix RGB
not good for vectors?
Yeah,
I mean
the main reason that comes to my mind is because it would clamp the colours,
but there's a clamp option over here, so maybe it doesn't do it by default.
Mhm
Yeah.
Yeah. Actually, I'm not sure, but I'm going to use the math notes right now.
So just math add
At the two X values together.
Same thing for the Y.
Actually I should. What was the the modifier keys for the node?
Wrangler control, shift control, not controlled shift old white dude
kind of
uh It was a better one fault.
Not quite.
Yeah,
yeah.
Okay, hold on, I'm going to test this
so
mm
I think I'm messing with some things that I uh don't fully understand.
Mhm.
It's going to cause problems because if I try to, if I'm trying to mix vectors,
it's gonna make them
it's going to make the overall pattern less strong.
Yeah,
just maybe. Okay, um
All right,
victor math.
Mhm,
convert her vector math.
This
Okay, that's the one
I was actually not aware that this note existed
and
okay, so this is basically at maximum strength.
Okay, go
so I got the pat on like that.
Mhm.
And now
should be able to this is a lot of time investment
for something actually quite simple that I want to do,
but it's going to be worth it in the end. I think
like I said, this is not like uh to some degree, it's I'm
there are
some aspects where I'm a little bit rusty
and other things where
I'm just not quite used to doing a
procedural workflow like this.
So I need to find my bearings.
Okay.
Yeah.
Mhm
Okay. Now
if I paint on this,
will it show up
kind of very weak?
Yeah.
Mhm,
mm hmm.
Mhm.
But good enough.
Yeah,
I just need to set the right fall off actually. I wanna set this to
sharp
like that
and then I
actually you accumulate.
Yeah, I think so.
Mhm.
And then you can see what's happening
basically what I'm
what I wanted to do
that.
Mm
Yeah.
Mhm.
Now
can basically paint in some simple wrinkles.
Mhm.
For that I'm just gonna
use this normal, but for now
just to see what happens.
Mhm.
Yeah.
Also I'm going to remove the base color for a moment.
It's this,
Yeah.
Nice.
Yeah.
Go.
Mhm.
Yeah.
Uh
Yeah, I want to set the bleed to eight pixels. It's going to make this a bit easier.
All right,
okay.
So this, this is already kind of working
and of course if I mix this together, it's gonna look a bit better.
Mhm
um
mm
What?
Yeah.
Mm
Yeah.
Mhm
Yeah,
it's
ah is that
there are some more questions in the chat. I should check.
Can you show the tv version? This is Evie,
I could maybe try out the cycles version to be honest.
Um So if I go to render it it should show cycles.
Um
Oh boy, that doesn't look correct.
Why is it so glossy
can be. It is because of the normal,
how is that happening?
That's something I need to research.
Yes, that is quite strange.
It's only once I
mix the vectors that this happens,
wow,
it's so bizarre.
Yeah.
Okay.
Mhm
Well that's not great.
Um Still theory is still kind of okay, it can just keep going.
Mhm
mm
mhm
mm
mhm
And I actually have X mirror enabled. Perfect.
Mhm
mhm
Yeah,
Mhm
mhm
That's right.
Mhm
Yeah.
Yes
mm
Yeah.
Mhm
Yeah.
Uh huh.
See how well does this work?
Um
Some more comments I think.
Can you please give a brief overview of the no tree which you have created?
Would be a huge help. I'm going to do that in a moment.
Try adding a vector method normalize after your vector math to add.
Thank you. I'm going to try that.
Uh Oh boy.
Uh I just went way up in the chat
um
Safe, save the texture over here.
So vector math
and then normalize
I guess for Evie that wouldn't do anything. Yeah, it doesn't do anything for Evie,
but for cycles
it should fix the problem.
It does.
Mhm
mm
Nice.
Mhm
Yeah,
Mhm
mhm
Well
let's see
mhm
Yeah
mhm,
yep Finally they both look basically identical.
Mhm
mhm
mm hmm
mhm
Yeah.
Mhm
Actually going to create a color palette. Just a really simple one,
just so I can quickly pick
the values
that I'm painting
a normal map with.
Mhm
Yeah,
there we go.
Mhm.
Like that.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm.
Mhm,
mm hmm.
Mhm.
Yeah.
Mhm
Keep,
yeah.
Mhm.
I want to keep the, a lot of this a bit subtle, so
try not to overdo it.
Mhm.
Yeah.
Mhm.
Yeah.
Mhm,
mm.
Uh huh.
Mhm.
Actually
um this is going a bit against what I had planned.
I don't want to enhance any of these wrinkles through the shader.
I just want to add like the subtle
um differences through the folds and the seams.
Just small stuff
that adds a bit more dimension to it.
Like that.
That should really help a lot.
But it shouldn't be
just a plus to everything that I've already modeled in.
Just anything that I'm adding on top
like these guys
kind of like that.
Hold on,
I'm actually going to connect this back.
Mhm
Mhm.
We got
mhm
Mhm,
mm
mhm,
mm hmm,
mm.
Mhm.
Yeah,
yeah,
I wonder if the blurring actually works. I think it's too high risk for that.
It's one of the things that,
just as a basic functionality is lacking and texture paint.
I wish I could blow this,
yeah.
Uh huh,
I don't need it
that much.
Um
but yeah, that's basically that
um
I should actually look back at my reference for a moment.
Well I wish I would have picked some stuff that
shows the seems a bit more from the sides but
I think that is essentially getting where I wanted to be so
I'm fine with that
kind of like that.
Mhm
mm
Yeah from the sites and so on. I'm not quite sure.
Um
I don't want to add this much wrinkles this, this was not the intention. Um
I just wanted to add a little bit so I think these might actually be too strong
but I'm basically going to use that method again
hey tom
to be honest I actually lost something in the re topology process
which was
this crease over here.
I want to move this back in.
Mhm.
Wait I'm going to undo that
I did already some other very light
um
Model changes
before this
kind of all have it as a shape key
just in case I don't want to
like this is not that typical anyway.
No way.
No way We're doing this sphere shaped keys.
It's actually not adjusting the Yoervis.
Well
actually that makes sense.
Okay
and I'm not gonna do it with
Mhm.
With Chef keith
I'm actually just kind of model it in,
screw it
because I want that v neck shape.
It's definitely something I didn't want to miss.
Okay
I should continue with other aspects because I
was already spending a lot of time on this
and to be honest for very minimal gain.
Mhm.
Yeah.
Yeah
I think I might just tweak this again at some point but I like these little details.
Just having that in the normal map
should be good.
Mm
Okay
then
I could just as well move on
to the pants
and for those I would like to pretty much copy this entire setup
although this is getting a bit messy.
Um.
Mhm.
It's still somewhat comprehensive.
I think it's like this is the with the normal map gets mixed together.
This the roughness, this is the diffuse
and it's just using a lot of the same influences. So I think that's still pretty good.
Um But yeah essentially in terms of the
notes set up,
someone wanted a bit of an overview. So amusing some textures from
uh C. C. Zero
websites. I mentioned some recommendations last
time and the Life and the livestream. It's a cd case
um Take uh
Polly Haven and
Another one I forgot right now.
Um
Mhm.
But essentially the baseline is really just taking some of these uh like
textures over here where I have two of them. It's the
the fuse at the roughness
which is just this simple repeating pattern. I map it to different UV maps
so that I can like this basically just the main one.
Um
And then with this one I just made a darker pattern for the sleeves
which if I use a different UV map over here
I was able to kind of like
um
get a sort of where is it?
Ah
Mhm.
Yeah sort of like a gradient over here to define where I want to switch these two
and then like a bunch of other stuff.
I go more in detail for it in the in the other livestream.
Um But the main most of it is pretty standard except for using UV map coordinates to
define certain surfaces in the shader to have
a different color or use a different texture.
Um
And that's something I really wanted to try out.
And then down here I also painted a little texture over here. 32 bits
clock that into a pump note
and then
mix that together with the already existing bump map over here,
added that with vector math that normalized it so that it also works in cycles
and then put it back together
and that's essentially the same setup that I'm going to do for um
this one over here.
I know what to texture paint on top over here though.
Yeah
and I would like to do that real quick
see.
Yeah.
Yeah
that's it.
Mhm.
I just want some really kind of subtle
hold on
um
differences over here along the scene.
Yeah that's not quite looking correct.
I mean one of the default like the standard ways of getting this detail in
here is to actually sculpt it and then bake it down to a displacement map,
but you can also just as well painted in.
Yeah.
And has some
upsides and downsides.
Main upside is more nondestructive workflow.
Mhm.
One of the major downsides that you're kind of
constrained to
hold on.
Uh
Mhm.
Two.
Yeah.
Thank
you're constrained to the texture itself,
which has like a limit in height and a limit in depth.
Once you reach that you're going to notice some visible clipping.
Mm hmm,
wow.
Can I soft that blur that a bit? I hope so,
yeah.
Mm.
Mhm.
That's why the blur brush would be really nice.
It would be the equivalent of smoothing your geometry
um when sculpting
and it would help a lot right now over here.
Yeah.
Instead what I'm doing a lot is just kind of going over it with the
Uh like the neutral colour. Just 50% gray.
And if I just paint over the texture with that, I get it to kind of like,
it almost has the effect of smoothing because it's just flattening it.
I can't explain it.
Yeah.
Mhm,
mm hmm.
Yeah.
Um Right,
mm hmm.
It's uh sorry if this is like a bit unfocused
but I just
I'm just basically experimenting a bit
um
I think I'm gonna turn this into a sharp fall off
and then if I sculpt over this
can essentially add
some sharp crisis.
Yeah.
Okay.
Does it actually work?
Mhm
mm
It's actually not going that deep.
Yeah.
Right.
Mhm
mm.
Mhm.
Yeah.
You know.
Mhm
mm.
Yeah.
Okay.
Yeah.
Mhm.
I think I should also try out some different lighting setups from type of time.
It would help. Oh this one is pretty strong,
that's a nice backlight.
Mhm.
Um
uh there's some more comments um
Yeah
If I saw right now your 32 bit texture is still set to S. R. G. B.
You want to make that linear
and use it as a linear are to be no color data.
Yeah I was looking at that and I'm not sure why it's why the option is great out.
Um It's a bit sad.
Wait,
it's no longer create out
finally. Okay
so I can now set it to non color or linear
which is gonna get me some better results.
Yes.
Yeah.
Thank you.
A reminder. This is already helping a lot.
Okay.
Mhm.
Yeah.
Mhm.
Yeah
mm
Just a little bit of randomness over here on the sides,
it should already help a bit.
Yeah
I just wish I could blur it afterwards
because going over this with some random brushstrokes, it's not helping.
Um Sometimes
yeah.
Mhm.
Okay.
Mhm.
Yeah.
Keep you think the wrong color.
Yeah.
Anyway there's more comments looking amazing. I hope you had some
vacation saying you do this every thursday.
Are you specialized in character creation or
do you also do things like environments.
I pretty much do a bit of everything.
Although during this bright fried production, I was mainly focused on
characters for the longest time.
I have been working a lot on sets recently, sets and props
so there's a bit of everything
and yeah, some vacation uh is definitely something I want to take soon.
Just got my second shot today so I can finally leave the country soon again.
Go home a bit.
See some places maybe, I don't know so much to catch up on.
Okay,
especially once the production is done,
it's a bit more time.
Mhm
Yeah,
here we go.
Yeah.
Okay, I want to blur that.
Can I may I?
Okay, I'm actually gonna switch to solid model over here. Why is X ray enabled?
Okay,
I really want to lure this,
but blurring is just so slow.
Oh
uh some more questions.
Got any pro tips on how to sculpt paint faults and
cloth and what direction should the false flow and stuff?
Mm
That's a tricky one.
Ah
I mean in in the case of this character right now,
I'm really not focusing too much on the folds if anything smaller.
Wrinkles. Uh I don't want, I should not get too much into details.
Oh damn it.
Uh huh.
Something changed
now that I said it to linear.
It's actually a different default color. I should fix that
offering.
Mhm,
don't flat,
that's the one.
Sorry about that. I'm actually gonna add that to the palate because then I can just
fix some of its this stuff a bit.
Yeah.
Mhm
Yeah
I was wondering why
there was something wrong,
it
seemed like it.
Mhm.
Um
but yeah, there must be like some really good tutorials online on
the theory of false, just how to do it
better.
The sculpting or painting realistic faults is not easy.
I
have incredible respect for anyone who could pull that off.
I think the best tip and it's the kind of the most boring one year
that you hear all the time is just to have a lot of good rest.
A lot of good references
that's basically how I get through that process.
If I
can see
good looking class,
I can more easily sculpt it.
Okay
okay.
Uh huh.
Mhm.
So this is already helping here quite a bit.
If I zoom out you can see that extra definition and it does add a lot to it
now that I
if I add
um
where is it
they bring back the other detail
blends in a bit more.
Yeah
but I should
yeah,
reduce
Oh wow.
Yeah
dissipates
mhm
I said so strong over here but yet here it's just
going really down
I guess because of the
yeah it is just gonna half the strength on this
thing so I'm just going to increase it even more.
Yeah
mm
yeah that's better
I think let's see
Bring this one back.
Yeah
yeah I don't want to have it too strong but it should at least blend in very nicely.
I think it does.
The comparison should show it
but if I switch back and forth between these yeah
that's that's the difference that I've been painting painting in.
Yeah
and I'm going to do the same thing for the jeans.
Mhm.
In like more production environment.
I would actually like to I would love to prepare some brushes for this.
Maybe some
some textures that I can use already for the folds.
This was really just hastily painted in
but it kind of works.
So
can I
copy
this entire notes set up,
pace it in here.
Yes I can
yeah
now I just need to I mean I have the same set up now over here
and I just need to make sure
that everything matches up
so some of this needs to be rebuilt,
others
might be more good to go.
Mhm.
Yeah
actually going to switch back to the V. Over here and increase the sampling again.
Um
Yeah
let's see actually want to go to cycles rendered for a moment.
I think there's actually looking kind of nice.
Mhm
could refine it more but it also it already has infinitely more
attention to detail
in in a subtle way though
then uh then I did for rain.
Yeah
so let's continue with these guys.
Yeah.
Okay I think I can
completely removed
one of these patterns.
This one this one can just go away.
The roughness can just go away for now.
Yeah.
Mhm
mm.
Mhm.
Okay.
Hold on. I think I'm actually going to open this up right now.
Um
if I go to my repository actually have
some textures over here
that I could throw in.
I think this is the one I wanted to use.
She's going to throw all of these in,
try them out,
let's see.
Yeah.
Mm hmm,
mm hmm. Okay.
One thing I actually need to do is I need to properly map them.
So let's actually add a vector input UV map
and use the right UV map for the job and then I can tile this a bit more
like that
and I already get the base pattern that I want.
Yeah.
Mhm.
It's good.
Um
Mhm.
Oh man.
I definitely envy uh Simmons workflow uh
of just being able to completely create these textures from scratch.
Because when you use image, like photo based textures,
they come with a lot of or just any texture online.
They usually come with a lot of extra noise and grunge and
some stuff that it's
don't necessarily want to have in there.
Yeah, this sort of stuff
supposed to be the height map. Really? Okay.
Mhm.
Yeah.
Anyway, I can just
put this into your hue saturation value. That was a gamma.
Mhm
mm hmm
mm
mm.
Mhm.
Yeah,
there we go.
Mhm.
Yeah,
of course
there's no color in it.
I'm actually gonna put a color ramp in it.
Here we go because then
can get some of that
original color back in there.
Okay.
Mhm.
Yeah.
Mhm.
Like that
mm
Not as much saturation.
Mhm.
Yeah I'm not a huge fan of how grungy
sexual looks.
I like the base pattern but
mm
maybe try out one of the other textures that I downloaded.
Um I'm also kind of running short on time.
Yeah
so
one of the things that I could maybe prepare for next week is actually
make a little procedural set up or maybe steal one from
someone
um Some of the notes that he's created just to be able
to get exactly the patterns that I want.
Yeah
wow. Yeah that's uh
it's not at all what I want
but I kind of copy this for this trip over here. If I could separate the detail
in the texture,
I could use this
and added really suddenly
next time.
Yeah I think this was my original choice but this is even worse.
It's even grungy. Er
mm.
Yeah it's even worse.
Yeah.
Yeah I think
I'm pretty much gonna leave it at this for now.
See
Yeah.
Okay.
Mhm.
Okay I'm gonna make the color a bit darker.
Something similar to.
Mhm.
Yes
I'm gonna figure out out more
next time.
Yeah
I like how this looks. I love this texture
although that one also had some stuff already baked in.
But yes I'll leave it at this
and
yeah
hopefully there will be a bit more progress next time.
But thank you very much for joining
and have a wonderful rest of the week and weekends.
See you around.