Beginner Blender 4.0 Tutorial - Part 5: Shading

Blender Guru
19 Nov 202320:43

Summary

TLDRIn this tutorial, the instructor guides viewers through 3D modeling and texturing in Blender. Starting with checking for hidden meshes, the lesson dives into material creation, adjusting colors and roughness for realism. It covers parent-child relationships for object alignment, introduces PBR (Physically Based Rendering) materials with texture maps, and demonstrates the use of image textures from a dedicated website. The instructor also explains the process of adding a normal map for enhanced detail and touches on texture painting to achieve a more natural look for a 3D donut model. The tutorial is rich with practical tips and resources for creating realistic 3D scenes.

Takeaways

  • πŸ˜€ Ensure no hidden meshes are present in the scene by checking the DUT (Donut) setup.
  • 🎨 Start by applying materials in render mode to enhance the visual appeal of objects like the lamp and donut.
  • 🌈 Change the color of the donut material to a pink hue and adjust the roughness value to avoid a mirror-like reflection.
  • 🍩 Create a separate material for the donut base with an orange-yellow color, which can be altered later.
  • 🏑 Add a marble countertop by using a plane object and scale it up to serve as a base for the donut.
  • πŸ”— Parent the donut base to the donut icing to ensure they move together as a single unit.
  • πŸ–ΌοΈ Use an image texture for the countertop material, enhancing realism with a marble texture from a dedicated website like Polygon.
  • πŸ“ Understand the importance of UV unwrapping for applying 2D textures to 3D meshes, which is crucial for texture painting.
  • 🎨 Utilize nodes in Blender for a more detailed and customizable material setup, allowing for adjustments like hue, saturation, and roughness.
  • πŸ–ŒοΈ Explore texture painting to add more natural and realistic details to the donut, such as varying the base color to mimic cooking effects.
  • πŸ’Ύ Remember to save any changes made in texture painting as a separate image file, as it won't be saved within the blend file by default.

Q & A

  • What should be checked before continuing with materials in the script?

    -Before continuing with materials, one should check for any hidden meshes that should not be present in the scene, ensuring only the camera, the donut, and the light are included.

  • What is the purpose of changing the color and roughness values when creating materials in the script?

    -Changing the color values alters the appearance of the material, while adjusting the roughness values affects the reflection properties, making the material look more or less reflective depending on the setting.

  • Why is the base of the donut given a different material in the script?

    -The base of the donut is given a different material to differentiate it visually from the rest of the donut and to prepare for a change in color that will happen later on.

  • What is the significance of the marble countertop in the script?

    -The marble countertop serves as a realistic and visually appealing surface on which the donut rests, adding to the overall scene's realism.

  • How is the donut parented to the donut base in the script?

    -The donut is parented to the donut base by first selecting the donut base as the child, then selecting the donut as the parent, and finally using the 'Control + P' shortcut to apply the parenting with the 'Keep Transform' option.

  • Why is the image texture used for the countertop material in the script?

    -The image texture is used to replace a flat color with a more realistic and detailed surface pattern, enhancing the visual quality of the material.

  • What is the role of the roughness map in the script?

    -The roughness map is used to add detail and variation to the material's reflection, making it appear less like a flat mirror and more realistic.

  • How does the script describe the process of adding a normal map to a material?

    -The script describes adding a normal map by first adding an image texture, then converting it to non-color data, and finally using a 'Vector Normal Map' node to correctly interpret the map and add subtle bumps to the material.

  • What is the purpose of texture painting in the script?

    -Texture painting is used to add a natural variation to the donut's color, creating a more realistic appearance by making the middle of the donut appear whiter as it would be less cooked.

  • Why is it important to save the texture paint image separately in the script?

    -It is important to save the texture paint image separately because it is not automatically saved with the blend file. Failing to save it separately could result in losing the texture paint work.

Outlines

00:00

🎨 Material and Lighting Adjustments

This paragraph discusses the process of adjusting materials and lighting in a 3D scene. The speaker begins by checking for hidden meshes and ensuring only the camera, donation, and light are present. They then proceed to apply a new material to a lamp, changing its color to pink and adjusting the roughness value to affect the reflection. The base of the donut is given an orange-yellow material, with plans to change it later. The speaker also introduces the concept of subsurface scattering to make the donut look milkier. Finally, they demonstrate how to create a marble countertop by using a plane object, scaling it, and parenting the donut base to it for a realistic resting position. The importance of correct parenting is emphasized to ensure both objects move together.

05:00

🌐 Texture and Material Application

In this paragraph, the focus is on applying textures and materials to 3D objects. The speaker recommends using a dedicated website called Polygon for high-quality textures suitable for 3D rendering. They guide the viewer through downloading a marble texture from Polygon, unzipping it, and applying it as an image texture to a plane object representing a countertop. The speaker explains the importance of using a roughness map to add realism to the material and demonstrates how to add it using nodes in Blender. They also touch on the concept of normal maps to simulate small bumps and details on the surface, and how to correctly apply them using nodes.

10:03

πŸ–ŒοΈ Texture Painting and Material Details

This paragraph delves into the process of texture painting and adding material details in Blender. The speaker shows how to paint directly onto a mesh using the Texture Paint mode, which requires an image texture to be created and saved. They demonstrate how to adjust the base color of the donut and use the eye dropper tool to select a color for painting. The speaker also discusses the importance of UV unwrapping, which is necessary for applying 2D textures to 3D objects. They briefly touch on the limitations of Blender's texture painting capabilities compared to other software like Substance Painter, but emphasize the importance of understanding the process.

15:05

🍩 Donut Coloring and Realism Enhancement

The speaker focuses on enhancing the realism of the donut by adjusting its coloring. They explain that donuts typically have a whiter middle due to the way they are cooked, with only half being submerged in the frying process. To simulate this, the speaker uses texture painting to add a lighter color around the rim of the donut. They create a new image texture for the donut base, adjust its color, and save it externally to ensure it is not lost. The speaker also discusses the importance of saving texture paint work and the limitations of Blender's texture painting features.

20:06

πŸ” Scene Composition and Future Plans

In the final paragraph, the speaker wraps up the current part of the tutorial by bringing back all elements of the scene and discussing future plans. They mention that subsurface scattering, which would make the donut look more realistic, will be covered in a future part of the tutorial, after adding sprinkles. The speaker invites viewers to join them in the next part of the tutorial, indicating that the process of making the scene more realistic is ongoing.

Mindmap

Keywords

πŸ’‘Material

In the context of the video, 'material' refers to the properties assigned to objects in a 3D scene to simulate how they interact with light and appear visually. This includes color, roughness, and other attributes that determine how an object looks. For example, the script mentions changing the material of a lamp to a 'nice pink color' and adjusting the roughness to control how reflective it appears.

πŸ’‘Roughness

Roughness is a material property that affects how reflective a surface is. In the video, the term is used to describe how adjusting the roughness value can make an object appear more like a mirror (low roughness) or more porous and less reflective (high roughness). The script specifically mentions setting the roughness value to 'a point uh 3 something' to achieve a desired look.

πŸ’‘Subsurface Scattering (SSS)

Subsurface Scattering (SSS) is a rendering technique used to simulate the way light penetrates and scatters within a translucent material, like milk or skin. The video script mentions adding SSS to the donut to make it look 'a little bit more milky,' indicating that this technique will be used to enhance the realism of the donut's appearance.

πŸ’‘Parenting

In 3D modeling, 'parenting' is the process of linking one object (the child) to another (the parent) so that they move together. The script describes how to parent the donut base to the donut icing, ensuring that when the base is moved, the icing moves with it. This is crucial for maintaining the relationship between objects in a scene.

πŸ’‘Marble Countertop

The 'marble countertop' in the script is a separate object in the 3D scene that the donut rests on. It is created as a plane and then textured to look like marble. The script discusses assigning a new material to the countertop and using an image texture to simulate the appearance of marble.

πŸ’‘Image Texture

An 'image texture' is a 2D image used to simulate the surface details of a 3D object. The script mentions using an image texture to replace a flat color with a more realistic texture, such as a marble pattern for the countertop. It also discusses the process of adding a roughness map and a normal map to enhance the realism of the texture.

πŸ’‘Normal Map

A 'normal map' is a type of image texture that simulates the surface details of an object by altering the direction of the surface normals, which can create the illusion of bumps or grooves. The script explains how to add a normal map to the marble countertop to make it appear more realistic by adding subtle details like chips and divots.

πŸ’‘UV Unwrapping

UV unwrapping is the process of mapping a 3D model's surface onto a 2D plane, which allows for the application of 2D textures like image textures. The script mentions that the default torus object is already perfectly UV unwrapped, which is why texture painting can be applied directly onto the mesh.

πŸ’‘Texture Painting

Texture painting is a technique used in 3D modeling to paint directly onto the surface of a model, creating custom textures. The script demonstrates how to use texture painting to add a more natural look to the donut by painting a slightly lighter color around the middle of the donut base.

πŸ’‘PBR Shader

A 'PBR Shader' (Physically Based Rendering Shader) is a type of shader that simulates the physical properties of materials, such as how they reflect light and interact with the environment. The script mentions creating a PBR shader for the marble countertop, which involves using various maps like the roughness map and normal map to achieve a realistic appearance.

Highlights

Ensuring no hidden meshes in the 3D workspace to maintain scene integrity.

Introduction to material properties, emphasizing the importance of color and roughness in realism.

Creating a new material with a pink color for the donut and adjusting its roughness for a non-mirror effect.

Using subsurface scattering to achieve a milky look for the donut in later stages of the tutorial.

Creating a marble countertop with a plane object and scaling it to size.

Parenting objects in Blender to create a hierarchical relationship for realistic movement.

The 'Keep Transform' option for accurate parenting without resetting object positions.

Applying a material to the countertop with an image texture for a realistic marble look.

Using the Polygon website for high-quality, 3D-ready texture maps.

Installing and utilizing the Polygon add-on in Blender for streamlined texture application.

The concept of nodes in Blender for creating complex materials and their flexibility.

Adding a roughness map to the countertop material to enhance realism.

Incorporating a normal map to simulate small-scale details like chips and divots on the marble surface.

Understanding the importance of UV unwrapping for texture application on 3D models.

Introduction to texture painting in Blender for adding custom details to the donut.

Creating and saving a new image texture for the donut base within Blender.

Adjusting the donut's color variation using texture painting for a more natural appearance.

The necessity of saving texture paint work as an image to avoid losing progress.

Transcripts

play00:00

this is where we finished at the end of

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the last part um and we are ready for

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some materials before we continue do a

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check over though because I looked

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inside my dut and I saw

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this which shouldn't be here obviously

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so make sure you don't have any hidden

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meshes that should definitely not be

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there you've only got your camera your

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donate your icing and your light okay

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okay so materials let's do some

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materials if we jumped into our render

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mode that little uh button that I showed

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you on the first part that takes you

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into rended View mode you can see we've

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got a lamp and it's lighting our dut in

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a very depressing cold gray so let's

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give it a material down here the little

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material Tab and then we're going to hit

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new so just like before the one thing

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we're going to change is the color let's

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make it a nice pink color

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and that looks pretty good the other

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value that you typically want to change

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um for a lot of objects is the roughness

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value so you can see the further I go

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all the way to the left hand side the

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more it becomes a mirror so all the way

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at zero is basically a mirror um and

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then all the way to the right is your

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like most porous object uh like a brick

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or something like that basically

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something that looks like it doesn't

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have a reflection although everything

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does um the roughness is uh is just

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merely ipating that reflection um

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everywhere so it appears as though it

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doesn't but anyways so we're going to go

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with like a point uh yeah 3 something

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like that that's pretty good and then

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for the base of our donut we're going to

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give it uh another material and let's go

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with a nice orangey yellow which we will

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change later on so it won't matter

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anyway um but that's good great look at

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us we've got a donut by the way we'll

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add some

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subsurface SSS later on uh to make this

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look a little bit more milky but for now

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this is good now we want to put put our

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donut onto a marble countertop so first

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of all we need that countertop as a

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separate object so shift a and the one

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we're looking for is again under mesh

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and we're going to go with a plane so a

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plane is just a square um that's

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literally made up of four vertices it's

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the simplest object but the most

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versatile that you use it all over the

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place and I'm going to make this look a

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little bit bigger so let's just scale

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that out with s and then click okay so

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we want to make our donut rest on to the

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countertop so if I selected my donut

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base and moved it up well there's a

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problem right we need to have both of

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these move together so if you want to

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have one object basically attached to

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another object while still being its own

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separate object um you parent it so the

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way we parent it is first of all you

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select the object that you want to

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follow the other object so the child um

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and then you select the parent so

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holding down shift I'm going to now

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click on the donut base and then to

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parent its control p key okay or again

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if at any time you don't know what it is

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just hit F3 for search and then we can

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just type in parent now by the way with

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uh with parent you get a number of

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options here uh the one you actually

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want is keep transform if you just do

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object it means if you've ever moved the

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object like off its base or whatever

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like that it'll then like clear its

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position so it's actually not the one

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you want most of the time so it's keep

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transform now that I've done that if

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you've done it in the correct order you

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should be able to select the base and

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then move it and the icing should go

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with it if it doesn't it means it's

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probably parented the other way so again

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make sure the the object you want to

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follow the other one is selected first

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and then the parent is selected last

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okay so now I'm going to move that up

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along it Z axis so G and then just a

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middle tap and pull it up till it's

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resting on my counter haha lovely now

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don't worry about this looking like

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cartoonishly bad in terms of realism I'm

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going to show you um a button later on

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which is is going to make this look

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phenomenally realistic um that's going

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to be in some later Parts uh but for now

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this is fine just whilst we work and uh

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piece the scene together so for our

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countertop here we need to give it a new

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material and then underneath the base

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color you can select not just a color by

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clicking the the color but the Little

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Dot next to it that little yellow thing

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doesn't look like a button it is if you

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click that you get this uh this pop up

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or pop down in this point uh which uh

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just gives you a number of options and

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the one that we're looking for is image

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texture so essentially it's replacing

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that input from a flat color to an image

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texture property and it's now black and

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it's asking you what image texture so we

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need an image texture now we could go to

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uh just Google images and just find any

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old marble texture download that uh the

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problem usually with uh textures on the

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web is that what most people call A

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texture is not ideal for 3D most

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textures are good for websites but for

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3D we need extra information to tell the

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3D software how the material property

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looks like how does it reflect light uh

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what are the bumps look like across the

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surface and all that information is

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never available on these sites so to

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find those texts you have to go to a

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separate dedicated website and the

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website that I recommend is polygon and

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the reason I recommend it is because

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it's mine it's my website it's why I

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recommend

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it uh no I started eight years ago

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because I was uh pretty dissatisfied

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with the quality of the texture websites

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that were available at the time so I

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used my YouTube money to invest in a

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team and some high-tech equipment we

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went out into the world and we scan

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stuff to a very high quality standard

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and over the years we've grown it to

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include uh models and hdris as well and

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obviously a lot of this stuff is paid um

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but we also have a free range and

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obviously we're going to be using a free

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Texture for this part so this is the

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free Texture this is the one we're going

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to use use and first of all although it

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is free you need to sign up for an

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account so you can just sign up with

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Google that's usually the easiest one

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it's a couple of onboarding questions uh

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I would like to actually know how you uh

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you know are you a professional are you

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a student that's kind of interesting to

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me to know that and then when you get to

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here just going to say continue with

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free account but pal through that um and

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if you click the link in the description

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again this is the marble and we just

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want to hit download and you'll see in

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the bottom right hand corner it's

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downloading it is a large size but this

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because it's 8 K and we've got maps that

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like 16bit depth um to get all of that

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accurate information there but once it

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is finished it'll just appear in your

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downloads then you just unzip the zip

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file as you would normally and then

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finally you should see some glorious

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high resolution images and ones with

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extra information like roughness very

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very subtle but we'll come through when

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we do the rendom so back into blender

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where we've got that image texture we're

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going to click on open then navigate to

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where you unzipped it and then just

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click on the one that's ends uh with C

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in the name and then just hit open and

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here it is okay and it looks great up

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close only problem is of course look at

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that reflection so Bland so fake and as

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I mentioned before fake is the enemy and

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you need to uh squash it by just adding

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variant so that's where our roughness

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map is going to come in and while we

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could try to add it in here this section

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on the right hand side it's actually not

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where you do most of your material work

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because this is kind of like a

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simplified dumb down version it doesn't

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really it's it gets a little bit

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complicated when you try and add too

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many things to it cuz there's like too

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many menus and drop downs and all that

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kind of stuff so instead if you go to

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your shading tab at the top of the

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screen there this will change the layout

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of the screen to something completely

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different we haven't seen before and

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lots of Windows actually too many I

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never actually need this one on the

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right hand side so where you just Mouse

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over where you've got the divider and

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then just right click and then say join

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areas and then you want want to join it

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to the left to close it and then I'll do

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the same here cuz I've never needed

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those on the left hand side so I've just

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got my view at the top here and then

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this one here and the Reason by the way

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this looks different um than what we had

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before is because this is the material

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preview but you can change it back to

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what we had before by clicking that so

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material preview by the way it's the

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same it's it's a rendered mode but it's

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using uh lights a Different Light setup

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basically just an hdri which is like a

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fake kind of light and reflection map

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just so that you can quickly preview

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materials and really you could use

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either or um they both kind of show the

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material but yeah let's use this one

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okay but the bit that we're looking for

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is here so this section here is your

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node setup and it's actually an exact

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duplicate of what we did over here

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because this on the right hand side is

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the simplified version if you're just

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doing like a quick change you might want

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to use this but over here this is what's

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actually happening to it underneath the

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hood right so you can see as I change

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this on the right hand inside that is

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also changing there so they are linked

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so the way nodes work is basically a

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left to right function so we start over

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here with our image texture it goes into

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our Shader which is the material for uh

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this plane and then it comes out into a

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material output and that's what is fed

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into the final uh Shader so essentially

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we could put we could do anything like

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for example and this is one of the value

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of nodes is between these two nodes we

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could add another node like for example

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I could hit shift a to add again same

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hoty works everywhere and then I could

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add in like a hue saturation value node

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and then I could change the Hue of my

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marble to look blue right or or

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something else um so that's the power of

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nose and you could just keep going

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adding in adjustments and everything you

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want um so nodes very very flexible um

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they do look daunting because they get

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all these like you know squid looking

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lines going everywhere um but it's very

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very convenient very customizable okay

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but we want to add something to our

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roughness so so that we don't have a

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flat uh single value roughness which is

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what that is currently we want to use

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that map that we just downloaded so uh

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one you could hit shift a and then add

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an image text this way but actually we

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could also just drag out from that input

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there and then just do a release and

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it'll now say what do you want to add in

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this input and we could type in image

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texture color and then hit uh enter Then

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here go to that same place that we

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unzipped it and then we're looking for

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the one with roughness in the name so

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Ness in the name and then hit open okay

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so this is better right you can kind of

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see we've got some detail there but it

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doesn't look quite right something is

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not going right um it's because when you

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add an image texture um blunder doesn't

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really know what type of information it

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is yet and by default it's looking at

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the color information is though there

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even though there isn't really color

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there so instead we need to tell blender

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this is a special map and we're just

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looking at the values right so

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essentially the color space here we need

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to change it from srgb where it's a

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standard photo color to instead

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non-color data or just non- color I

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guess they've changed it um but now you

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can see that looks correct right so look

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at all that we got scratches we got

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smudges it's infinitely more realistic

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uh than what we had

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previously so beyond that though we

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could also add in little tiny bumps okay

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so bumps are in a place you would not

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expect there's not a bump value here

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it's actually under normal so normal you

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hear that word a lot in 3D it just

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basically means the face which direction

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is the face pointing right so if this is

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your face of the plane you're pointing

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this way that's the normal right but you

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can change the normal information to

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kind of tweak it to pretend like there

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is detail in that okay essentially we

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can plug in a specialized map called a

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normal map okay so we're going to drag

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out from that normal map and then relas

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release and then image texture that's

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the last used thing that's the one we

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want I'm just going to click color then

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drop and then hit open go to that same

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folder and then this is the one the

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purple one it's the weirdest looking map

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you always know you're looking at a uh a

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CG texture map directory cuz it's the

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purple one and it's got nrm in the name

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for normal and hit open and just like

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before it's not going to be correct

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because it it thinks this is a color

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image texture just like for photos so we

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need to change it again to non-color

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data and now you would think that would

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fix it but no it looks even worse what

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did we do the problem is is we need to

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convert this image texture into

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something this can read so we need to

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put another node in between here so the

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node is found under shift a a for add

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then Vector normal map so click and then

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just drop it here so it highlights

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between it and then just drop it and it

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will now finally be correct and if I go

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full screen with control space I didn't

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mention that before but yeah control

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space and then you can uh Go full screen

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and you can see we've got very subtle

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little little chips and divots across

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the texture along with those smudges and

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uh it just looks way more believable

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means you don't have to worry about this

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part of your scene it's just going to

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work and you're going to get all that

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detail for free and um just makes life a

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little bit easier but it is a lot of

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work like what you've just made is a PBR

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Shader and yeah it's it's a lot of work

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all those little maps and everything and

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having to know which setting is which um

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but it is a very common thing to learn

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so that's why I wanted to include it in

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here um if I could plug my own website

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again though I will say we did hear you

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cuz a lot of people say that so we

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actually made an add-on called the

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polygon add-on which I'll actually show

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you how to install later on cuz that is

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actually important for 3D cuz you use a

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lot of add-ons but to plug it very

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quickly it actually does all of that

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without you having to leave blender so

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it'll download the texture for you there

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we go see it's uh downloading it's

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actually faster through the add-on and

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then once you've got it you just hit

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apply and then it will do all of that

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node work for you in the background and

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it'll just apply it to the mesh for you

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um so you don't have to do all that all

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the time and in fact most people I think

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if you're working on Big scenes you're

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using libraries uh you're using add-ons

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like this so you don't have to do it all

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manually all the time but it is

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important to know the process so that's

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why I wanted to show it but anyways this

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was our material and we are happy with

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it well done let's go back to the layout

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tab and now we're going to do one more

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thing so you see our dut base here let's

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just isolate this doughnut for one

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moment here by hitting forward slash

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which I mentioned previously okay when

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you're in forward this is isolate mode

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which means it's literally turning off

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everything including the lamp which is

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why it's dark but if you turn on

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material preview then you get this so

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this is okay uh but if you look look at

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real references of donuts you'll see

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that it's typically whiter around the

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middle and the reason for that is as I

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mentioned before the way it Cooks right

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it's only like half submerged and then

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it's flipped and it means that the bits

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that are closest to the surface are

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cooked less so there's usually like a

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whiter part around the rim and I mean

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really this is just an excuse to show

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you another part of blender which is

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texture paint so at the top there click

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the texture paint tab and again let's go

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into isolate mode with our donut there

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um why are we not seeing okay there we

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go so what texture paint uh does it lets

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you paint directly onto your mesh but if

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we try doing it you can see nothing's

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happening and it does give you a warning

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at the body missing textures detected so

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to paint you're painting into an image

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and the image doesn't exist yet so we

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have to give it one so go to the

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material Tab and then here where we got

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base color we set it up as yellow but

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we're actually just going to override it

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now so click that little yellow dot

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again and then say image texture so now

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it's black doesn't have an image so and

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instead of clicking open we're going to

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click new so we're going to be creating

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a brand new image and let's call this

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donut base we could make this higher res

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if we want but don't this is more than

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enough for a donut base that's fine and

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uh this will just save us time to color

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this will just fill the uh it'll fill

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the the the image for us with a flat

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color so going to go for something

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pretty similar to what we had before a

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nice yellowy color like that and by the

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way make sure you're all the way bright

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otherwise your donut is uh is going to

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be a little bit dark so yeah there we go

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all right and then hit okay and once

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we've done that you should I mean it

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should be over there on the Le hand side

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but if it doesn't pop up you can just

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select it from the drop down donut base

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and there we go so now we're in this

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state look what I can do ooh fancy so I

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don't know why I said it like that um

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but we can paint directly onto our mesh

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so to understand this because it's kind

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of weird you can also paint directly

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over here and you might be thinking like

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well how does it know like how do I know

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which part over here is actually going

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to be painted over onto the donut there

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you might not care but it's uh it's

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actually good to understand how it works

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so basically this mesh here it has to be

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unwrapped over onto this left hand side

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here cuz that's the only way to uh have

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a 2d texture 2D flat image be applied to

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a mesh is to unwrap it in some way I

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mean there's projection I'm not getting

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into that uh to unwrap it and unwrapping

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is essentially like there is a meme

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actually that that explains it um but if

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you have like a chocolate right that is

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wrapped in some tin foil if you flatten

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it out that is essentially UV unwrapping

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there are are little places in that

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wrapping where there had to be a cut

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right and then that cut was wrapped

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around the object that's what uvon

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wrapping is so the reason this works for

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us is because the cuts are actually

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already in in place for default objects

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so this Taurus is already perfectly UV

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unwrapped so we don't have to do

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anything I did want to mention it though

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because it's important to understand UV

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unwrapping anyways so we could actually

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paint directly on here as I mentioned

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white is a little bit too extreme though

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so I'm going to click that and choose a

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color first of all I'm going to select

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the eye dropper and then not click over

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here cuz that's got shading information

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I'm going to click on the left hand side

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so we get the exact color and then I'm

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going to make it closer to White so not

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fully white cuz that'll be too far but

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closer to White and I'm also going to

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change the strength of my

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brush uh yeah I'll make about halfway

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and then now I can do paints across it

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and this will enable you to get a much

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more natural feel um because you'll have

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just like in fact I might even go a

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little bit softer and that way you can

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kind of just paint across it and this is

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very forgiving because we've got icing

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that's going to go over the top of it um

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but that's good we don't want it to be

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too too extreme let's just make it I

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might go the other way make this a

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little bit more saturated anyways that's

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basically all we need to do we just want

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to just dab our toes into the field of

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uh texture painting I would say texture

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painting by the way it's one of the

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weaker areas of blender it's actually

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due for an update at some point in the

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future um but it doesn't do like you

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can't paint into like the uh the height

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information or the roughness information

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at the same time like you can with

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substance painter but

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it's it's got basic functionality

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now importantly this is an image but

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it's not saved into your blend file it

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still needs to be manually saved so see

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at the top leftand corner there it's got

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image with a star if you see that star

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it means you've got changes that haven't

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been saved so we need to go image and

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then save and specify where are we going

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to put our image because if we don't do

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this uh we're going to lose it so it has

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to be saved somewhere so I'm just going

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to save it

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yeah anywhere it has to be saved

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somewhere because it will not be saved

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as part of the blend fob very important

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to know that otherwise you can lose

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texture paint work that you've done but

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there we go so now to bring back

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everything remember if it looks like

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where's the rest of my seene gone see

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the top left hand corner local means

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it's isolated mode so that means you

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just have to hit forward slash again and

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it brings back everything and there we

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are so that's the extent of uh this part

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of the tutorial as I mentioned the uh

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some of you might be wondering when are

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we going to make that lovely uh

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subsurface scattering we're going to do

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that in the future after we do the

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sprinkles cuz it's too hard to see at

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this point so there we go guys join me

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in the next part and I'll see you there

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Related Tags
3D ModelingBlender TutorialMaterial CreationTexture PaintingUV UnwrappingPBR ShaderSubsurface ScatteringRendering TechniquesPolygon TexturesAdd-on Tools