Blender Basic Texturing Tutorial (Donut Part 5) — Transcript
Full transcript
- 0:00It's time to texture these bad boys.
- 0:03Finally, after hinting at it for so
- 0:05long.
- 0:06Um so, we added some simple materials
- 0:09and uh that is actually fine for some
- 0:12types of objects. Like, you might
- 0:13actually have a plate and go like, it's
- 0:15just white plate. Doesn't need any
- 0:17texture. But, most things need texture.
- 0:20So, I'm going to select my uh table
- 0:22floor here. I'm going to go to the
- 0:24material panel right here. And I'm going
- 0:27to add a new material since it doesn't
- 0:28have one. And um let's look at how to
- 0:32add a texture. So, right here where
- 0:34we've got base color, if we want to add
- 0:36a color texture, we just click on this
- 0:39little uh yellow dot next to it. I know
- 0:41that's not clear. It will become clear
- 0:43when I show you nodes. Um but, when I
- 0:44click this, you get this uh slide-out
- 0:46menu with a bunch of different options
- 0:48here. Um and the one that I'm looking
- 0:50for says image texture. Okay. So, now I
- 0:53can hit um open.
- 0:55And just to demonstrate this, I'm going
- 0:57to select a wood texture that I
- 0:58downloaded off the internet just to show
- 1:00you how this works. Now, on this note,
- 1:03if you happen to see this, if you use an
- 1:05image texture that you find online, it's
- 1:07because there is a new feature feature.
- 1:10Uh
- 1:10it that there's a purpose. There's a
- 1:12There's a new feature in Blender 5.0
- 1:14where if it identifies in the name
- 1:17anything from the number 1,000 to 2,000,
- 1:19I think, um it'll think that is a UDIM,
- 1:23which is a completely whole, you know,
- 1:25production professional workflow kind of
- 1:27thing.
- 1:28Um it'll think it's a UDIM. And it
- 1:31Anyways, what you need to do is then
- 1:32change this to single image. But, most
- 1:34of the time, most images, if it doesn't
- 1:36have those numbers uh a string at the
- 1:39end, it should just load in fine.
- 1:41Anyways, let's say you had an image like
- 1:43this. Um you wanted the table to look uh
- 1:45wood, right? We're not going to do that,
- 1:47but you know, just just to show you.
- 1:49Um
- 1:50you would see it it's okay, right? But,
- 1:53there is no bump information. Okay? Um
- 1:56and that is because, of course, the 3D
- 1:58software doesn't know that there's
- 2:01supposed to be crevices here, right?
- 2:03Little dips in between the table, the
- 2:05the fine tooth uh grain of it. It has no
- 2:08idea because it's just taken with a
- 2:10single camera. It would have no idea how
- 2:12to guest guest what that true
- 2:14information should be. I mean, there is
- 2:16technically a way to guess it, but it
- 2:17never really turns out well. Um so, I'm
- 2:19not even going to bother showing you. Um
- 2:21so, most of the time, when you're
- 2:23talking about texturing in 3D um and
- 2:25using image textures, like textures from
- 2:27the real world, um you don't just grab a
- 2:30random image texture that you find
- 2:32online. You need to use a PBR textures,
- 2:35which stands for physically based
- 2:37rendering textures. And there are many
- 2:40different places that you can get PBR
- 2:41textures from. The best website that I
- 2:43think is Polygon, p o l i i g o n dot
- 2:48com. The link is below.
- 2:50Um and I think it's the best website
- 2:51because it's my website. It's my
- 2:54company.
- 2:55Um which I created 10 years ago, and it
- 2:57is now the fastest growing texture
- 3:00library
- 3:01um online. Um so, we've got
- 3:03photographers all over the world, and
- 3:05they use specialized equipment to go out
- 3:07into the world and they capture surfaces
- 3:10um usually like photograph the surface
- 3:12like hundreds of times, which is what
- 3:14enables you to actually capture all of
- 3:17that height information, the bump, uh
- 3:19the shininess reflectiveness of
- 3:21materials.
- 3:22Um and actually capture all of the maps
- 3:24that you can see here, for example.
- 3:26These weird-looking maps um is exactly
- 3:28what Blender um needs to
- 3:31uh to to make the material look
- 3:33realistic. So, we've got a bunch of
- 3:34different categories, obviously like
- 3:36almost anything you want to create, um
- 3:38you can find the textures um on here.
- 3:40But, for just this tutorial, if you go
- 3:43to polygon.com/a
- 3:45donut, the link for that is also below.
- 3:47Um but, this has the uh six textures
- 3:51that you'll actually need to follow
- 3:52along for this video.
- 3:54Um they're all free. We've made them
- 3:55free. All you need to do is get a free
- 3:57account, um and you can download all of
- 3:59those by just clicking them and then
- 4:01hitting uh download. And also, if you
- 4:03scroll down, uh we've got some premium
- 4:05textures here if you have uh a
- 4:06subscription with us um that you could
- 4:09use for the cafe scene that we're making
- 4:11to kind of spruce it up, make it your
- 4:13own, add some variation there. Um so,
- 4:15we've included some ones here that go
- 4:17well uh with the scene. Um and if you
- 4:19use this link, you'll get 10% off uh any
- 4:21any uh plan you choose. So, the first
- 4:23texture I want you to start with is uh
- 4:26it's going to be our cafe table. Um and
- 4:28obviously, you could, you know, you
- 4:30could use any texture that. You could
- 4:31use, you know, some of the ones down
- 4:32there if you wanted to. Um but, I want
- 4:34you to start with this one, this
- 4:35concrete texture. Um because we're going
- 4:38to make this look like a concrete table,
- 4:39something that, you know, a lot of cafes
- 4:41can sometimes have. Now, we actually
- 4:43have a Blender add-on, which makes
- 4:45downloading and importing these things
- 4:46even simpler. But, I want to give you
- 4:48the traditional way to import PBR
- 4:50textures first, so that you know how to
- 4:52use PBR textures just flat. Um and then
- 4:54I want to show you the easy way after.
- 4:56So, once you've got your free account,
- 4:58you can come back here, and you can
- 4:59click on download, this big download
- 5:01button. So, that'll give you an 8K uh
- 5:04texture. You probably don't need it. You
- 5:05could probably get by with four, but I'm
- 5:07going to get the 8K just to show you how
- 5:09it looks. Now, this will download a zip
- 5:11file like here. Okay? So, it should be
- 5:13fairly quick. It's about 289 megs. Once
- 5:16you've downloaded this texture, I need
- 5:18you to unzip it. So, with Windows, you
- 5:20just right-click and go uh extract all.
- 5:22Uh if you're on a Mac, you just
- 5:24double-click it, and it should just
- 5:25unzip itself. Now that I've got that,
- 5:27you can
- 5:30It's the stuff that's in here. This is
- 5:32the good stuff. This is the one we
- 5:33actually need to use. So, I'm going to
- 5:36uh just copy this folder uh location,
- 5:39and then uh back in Blender, for my
- 5:42selected plane here, underneath base
- 5:44color, I'm just going to uh just like
- 5:46before, you know, select image texture
- 5:48if you haven't already. Then, I'm going
- 5:50to click open. And then, a lot of these
- 5:52images look pretty similar. There's very
- 5:54little detail across them. There is
- 5:55some, uh but the one we're looking for
- 5:57is _base color. So, that is the one
- 6:00we're going to start with. Okay. So,
- 6:02this has given us a nice clean de-lit
- 6:06concrete floor texture, but the same
- 6:08problem. We don't have that height
- 6:10information there. And that's because,
- 6:11just like before, we've only loaded in
- 6:13information into the base color. So,
- 6:15it's it's almost like this has been
- 6:16printed on cardboard. That's kind of the
- 6:18appearance there. So, we need to load in
- 6:20the other PBR texture uh maps, they're
- 6:23called uh all of those uh different uh
- 6:26images that we downloaded. And we could,
- 6:29you know, import and do them the same
- 6:30way by clicking these little dot and
- 6:31then go image texture. But, it's very
- 6:33fiddly. And this view here, you can
- 6:35probably tell is like it's not designed
- 6:37for like complex texturing work. If you
- 6:40want to do complex texturing work, you
- 6:42should click on the shading tab at the
- 6:44top of your screen. Now, this view looks
- 6:46completely different. You've got a 3D
- 6:48view at the top. You've got these nodes
- 6:50here, which are very useful. And then,
- 6:52you got two over here that I think are
- 6:53kind of pointless. I don't really think
- 6:56they should be here.
- 6:57Um I've never really wanted them. So,
- 6:59I'm going to right-click on the uh
- 7:01like the divider between these little
- 7:03windows here. I'm going to say join
- 7:05left. And then, I'm going to do the same
- 7:07for the bottom, join left. And then, I
- 7:09also I want to flip it because I haven't
- 7:12I don't really like having like the top
- 7:14view and this. It's like it's too
- 7:16wide-screen to like look at things like
- 7:18this. So, instead, I'm going to
- 7:19right-click this, say join uh down. And
- 7:23then, at the top of my screen here, the
- 7:25top of the little uh divider there,
- 7:27until I get that little uh little
- 7:28arrows, I'm going to right-click, and
- 7:30then I'm going to say vertical split.
- 7:32And then, to make this one on the
- 7:33right-hand side, those same shader nodes
- 7:35that we had from before, click from this
- 7:37little drop-down at the top. Uh by the
- 7:39way, if you don't see it, um you just
- 7:40have to like middle mouse like grab and
- 7:43pull across, and you will get uh all the
- 7:45way to the end there.
- 7:46Uh but yeah, if I click that and then go
- 7:48shader editor,
- 7:49then close this by hitting the N key.
- 7:52It's a lot of steps. Uh but now, I have
- 7:56my shader nodes. So, the shader nodes
- 7:58over here, this is actually the same
- 8:00information as what we have in our
- 8:03material over here. For example, if I
- 8:05was to uh adjust this roughness, you can
- 8:08see that it's adjusting both of those
- 8:10values there. And when we added in this,
- 8:12and we we clicked image texture, it was
- 8:15basically in the background adding in
- 8:17this node here, which loaded in the
- 8:19image texture. So, this is a it's a
- 8:21simplified view. If you want to do like
- 8:23small changes to a material, you use
- 8:25this panel here. If you want to do
- 8:27anything more complex than that, you use
- 8:30the shader nodes here. And it's pretty
- 8:32self-explanatory to understand how
- 8:34shader nodes work. It's like over here,
- 8:37this is your material output. It's the
- 8:39final material. And generally, you have
- 8:41a shader, which is something like this,
- 8:43principled BSDF, that is the shader that
- 8:45you use for like 99% of materials now.
- 8:48And then, you just have a bunch of
- 8:50values. And then, you can connect things
- 8:52into this um to do different things. And
- 8:54I'm going to show you how we can like
- 8:55tweak this texture and do a bunch of
- 8:56stuff. Um but, first, let's load in some
- 8:59of those PBR texture maps. By the way,
- 9:01if you're wondering uh the one the view
- 9:03on the left-hand side of the screen
- 9:04here, why does this look different? This
- 9:06is because, and again, a middle mouse
- 9:07drag along the top there, um
- 9:10we we talked about the 3D viewport. We
- 9:12talked about the rendered view mode. We
- 9:14didn't talk about this one. This is the
- 9:15material preview mode. And it's
- 9:17literally designed for previewing
- 9:19materials because it loads in a like
- 9:21fake world view around a called an HDR,
- 9:25which you can actually swap out here, so
- 9:27you can see, you know, different types
- 9:29of uh environments. But, it's a way to
- 9:31like quickly visualize a material
- 9:34um without having to like change a bunch
- 9:36of lighting to understand how the
- 9:38material's going to look cuz materials
- 9:39look very different in different uh
- 9:41lighting setups. So, it's actually a
- 9:42very useful mode, um and it makes sense.
- 9:45It's called material preview. So, let's
- 9:46load in another image. So, I'm going to
- 9:48hit uh uh I could hit shift A, or I
- 9:50could just go add at the top of the
- 9:51screen there. It's cool. The Blender's
- 9:53hot keys are the exact same ones
- 9:54everywhere. So, shift A is the same as
- 9:56shift A over there, right? Add.
- 9:58And I'm going to go texture and I'm
- 10:00going to say image texture. Okay. And
- 10:02now it's just asking where do you want
- 10:03to drop it, so I can just drop it
- 10:05anywhere. And I'm going to click open.
- 10:07Then I'm going to navigate to that
- 10:08folder where all of the images are. And
- 10:10the first one I'm going to load in is
- 10:12this one called underscore normal, the
- 10:14purple one.
- 10:16And it's you can remember it as the
- 10:17normal map because it's normal to ask
- 10:20why is that purple? That's how I
- 10:22remember it.
- 10:23>> [laughter]
- 10:25>> Then yeah, just hit open on that.
- 10:28And the place that you would put that,
- 10:30you could guess, is the normal input,
- 10:32that little purple input there on our
- 10:35shader there. So, the way you connect
- 10:38something to something else is you just
- 10:40where there's a point, you just click
- 10:42that point and you just drag out and
- 10:44connect it to another point and then you
- 10:46release. And then it is connected.
- 10:49Now, you can see that there is some bump
- 10:51information now. But you wouldn't know
- 10:53it, but this is actually the wrong
- 10:55What's It's partly the way to connect
- 10:57something, but we need to do something
- 10:59else. First of all, you can see that
- 11:01between here and here Whoops.
- 11:04We've gone from a yellow input to a
- 11:07purple input. Now, it's okay to go from
- 11:09like yellow to gray because gray just
- 11:11means gray scale, so you can go from
- 11:13color information to gray information,
- 11:14that's fine. But normal is like vector
- 11:17information. Yeah, without getting
- 11:19technical, like the normal is the way
- 11:21the faces, like that invisible line of
- 11:23the faces, and this is like faking which
- 11:25direction each of those pixels has.
- 11:28Um
- 11:29But basically, we need to add something
- 11:30between here and here to convert this
- 11:33from color information into vector
- 11:35information. And we can do that by
- 11:37hitting shift A to add again, and then
- 11:40going to displacement in this drop-down
- 11:42and clicking normal map. You can also,
- 11:45if you can't find it, you can go to the
- 11:46search bar and you can type in normal
- 11:48map as well. All right, once you've got
- 11:50this normal map, you then just need to
- 11:51drag it over that line until it lights
- 11:54up, and then you just want to do a
- 11:55single click and it will connect it.
- 11:57Okay. So, now it is correctly connected.
- 12:01But it But still, it's just not quite
- 12:03right. There are There is a lot of steps
- 12:05to like manually connecting PBR texture
- 12:07maps, which is why I want to show you
- 12:08the fast way to do this after this. But
- 12:11I need to show you this because you
- 12:12might be using PBR texture maps from
- 12:13elsewhere or from like production files
- 12:15and stuff, and you need to know how to
- 12:16actually manually connect them. So, when
- 12:19you're working with PBR texture maps,
- 12:22the only texture that should have the
- 12:25color space sRGB is your base color,
- 12:28okay?
- 12:30Every other map should have the color
- 12:31space set to non-color. And again,
- 12:34without going technical I keep saying
- 12:36that because you shaders are very
- 12:37technical.
- 12:39It It basically it's it's it's
- 12:41converting it to linear space. So, it's
- 12:43using that
- 12:44Or it's actually not doing any
- 12:45conversion. It's just saying like let's
- 12:47use the raw values from that and
- 12:50just use it linear. I don't Yeah,
- 12:52anyway.
- 12:53>> [laughter]
- 12:54>> Other Other software sometimes call
- 12:56those maps, but our Blender's is a
- 12:58non-color data. Okay. So, now that we've
- 13:00got that, look, we've got bump across
- 13:03our concrete there. And if we went into
- 13:05the rendered view at the top there,
- 13:07you could see if I took my lamp at the
- 13:09top there, and then I brought this like
- 13:11way down to the
- 13:13plane that you can see we get this like
- 13:14nice gritty shadows cast across the
- 13:18surface there.
- 13:19Um
- 13:20And this is how you make materials that
- 13:21look realistic. You can't get this
- 13:24information any other way than by
- 13:27very expensively capturing these
- 13:30surfaces, and I know that because I've
- 13:32seen the bills. I know how much it costs
- 13:34to capture surfaces like this.
- 13:36And it can be thousands. That's where we
- 13:38started, and over the years we've got
- 13:40that price way way down.
- 13:42But it's it's a very expensive capturing
- 13:45process. It's not easy to do. It's not
- 13:47fun. It's very boring to do. So, unless
- 13:50you really want to go into that space,
- 13:52it's not something you want to try to
- 13:54do.
- 13:55Anyways, so that's the normal map, but
- 13:56there is another map which is useful.
- 13:59So, I'm going to hit shift A to add
- 14:01another map, and I'm going to say
- 14:03texture, and I'm looking for image
- 14:06texture. Okay. And then I'm going to
- 14:08click open on this, and this time I'm
- 14:10looking for the one with underscore
- 14:12roughness at the end of the name.
- 14:15Okay. And then just like before, I need
- 14:17to make sure my color space is set to
- 14:18non-color data. And then finally, I want
- 14:21to drag this out to plug into my
- 14:24roughness input.
- 14:26Now, when you do that, you'll see the
- 14:27material goes very very dull. So, it was
- 14:30like, you know, before when we set this
- 14:32to like shiny like this,
- 14:34when we connect this in here it goes
- 14:35dull because concrete is dull. So, this
- 14:37is actually like the correct value for
- 14:39concrete. We like calibrated it to make
- 14:41sure. So, this is is that. Now, it's
- 14:44very often that you actually want to
- 14:46customize something. Like, for example,
- 14:48cafe tables often have concrete that has
- 14:51been like buffed or like coated in some
- 14:53sort of gloss or something like that or
- 14:56an epoxy. So, it can It It's totally
- 14:58fine to just want to have like the free
- 15:01control of the slider there and not use
- 15:03it. Like, the maps are there if you need
- 15:06them, right? If you really want to go
- 15:07for something realistic, you would use
- 15:09them all, but sometimes you don't, and
- 15:11it's totally fine to just disconnect
- 15:12them. Now, the other maps here, by the
- 15:14way, if you're curious, this yellow one,
- 15:15ORM, we don't use that in Blender,
- 15:18that's used by game engines. Polygon
- 15:20provides them because we, you know,
- 15:21serve all the different renderers and
- 15:23softwares out there. Displacement is a
- 15:25different method than normal map. We're
- 15:28actually going to use that on the donut.
- 15:30Metallic is if the material contains
- 15:32metal, that's the only time you would
- 15:34use that. And then the other one is
- 15:35occlusion map, an ambient occlusion map.
- 15:38That's if it there's like deep crevices,
- 15:40like if it's like a pebble pathway or
- 15:41something like that. This is the actual
- 15:43like shadows that like collects inside
- 15:45of crevices.
- 15:46But we don't need that. Honestly, most
- 15:49of the time these three maps, the base
- 15:50color, the normal map, and the
- 15:52roughness, that is like 90% materials.
- 15:55And that's really all that you need for
- 15:56those. But it is still very finicky to
- 16:00do this, right? Am I wrong? Like, having
- 16:02to remember the color space and connect
- 16:04this and convert that and like even just
- 16:06these three things was like 30 clicks.
- 16:09So, that is why most people that are
- 16:12dealing with PBR textures don't want to
- 16:14have to do this. They want to use an
- 16:16add-on like
- 16:18the Polygon add-on. So, at the top of
- 16:20the page on polygon.com {slash} donut,
- 16:23you can click this link that says
- 16:24download Polygon add-on, or you can just
- 16:26go to {slash} Blender. This will show
- 16:29you how to install it. If you don't want
- 16:30to read that, I'll show you how to do it
- 16:32right now. Unlike before, when you have
- 16:35your zip file, do not unzip it. Blender
- 16:37actually needs this zip in order to
- 16:40properly install it. So, what you do is
- 16:42you drag out and you release the zip
- 16:44file from anywhere on the computer, and
- 16:47then it will say install this because
- 16:49it'll recognize it as an add-on, and
- 16:50then you say yep, install, and you say
- 16:52okay. Now, if you go to edit
- 16:55preferences, then go to add-ons, you
- 16:57should see one there called Polygon at
- 16:59the top there, which means it has been
- 17:01successfully installed. If it didn't
- 17:03successfully install, maybe you're on a
- 17:04Mac and maybe it actually automatically
- 17:06unzipped itself, in which case you need
- 17:08to rezip it and then drag it over. But
- 17:11yeah, it should install if it is
- 17:12properly zipped. Now, once you have done
- 17:15that, in your 3D viewport over here, if
- 17:18you hit N, which brings up your
- 17:21properties, you should see a tab there
- 17:23that says Polygon. Then if you just like
- 17:25one-click login, this will take you here
- 17:28and then it will just say login
- 17:29confirmed. Go back into Blender and you
- 17:32should see now we've got materials in a
- 17:36scroll bar, right? Which is pretty cool,
- 17:38and I can type in anything I want. Let's
- 17:40say
- 17:41sprinkles cuz I know there's some
- 17:43sprinkles materials here, for example.
- 17:45But you can also browse by category,
- 17:48right? You can look at all the different
- 17:49ones. And importantly, this will
- 17:51actually download it. So, one-click
- 17:54download like this, and then one-click
- 17:56apply, and look at this.
- 17:59All of this has been set up
- 18:00automatically. All of these are
- 18:02automatically set to non-color. We've
- 18:04got the exact precise
- 18:08correct use of every single map that is
- 18:11ready to go.
- 18:12But anyway, go back to my previous
- 18:14material here, and let's go to
- 18:18free category, and then let's use
- 18:21another one. So, this speckled glazed
- 18:25ceramic plate.
- 18:27And by the way, you can like click the
- 18:28little drop-down there if you want to
- 18:30see something online to get like better
- 18:32picture for it,
- 18:33you can quickly view it that way. But
- 18:36this is the one we want to apply to our
- 18:38plate here. So, with my plate selected,
- 18:41I need to first of all hit download.
- 18:43I've already done it, which is why I
- 18:44don't see it, but you hit download and
- 18:46it'll just save it to your folder, which
- 18:48is in your preferences. And then with an
- 18:51object selected, you should be able to
- 18:53hit apply. If you don't see the apply
- 18:55box, it means that you haven't got an
- 18:57object selected, so make sure one is
- 18:58selected in order to click that box.
- 19:01Okay. So, we have correctly
- 19:04applied it. You can see all the nodes
- 19:05are there. It's the correct material.
- 19:07Why isn't it showing up on our object?
- 19:09Now, this isn't a fault of the texture
- 19:10or anything like that. This is to do
- 19:13with texture mapping, which is the next
- 19:16thing to understand when it comes to
- 19:18textures. Is textures are 2D, right? 2D.
- 19:21And our objects are obviously 3D. So,
- 19:24how do you apply a texture to an object?
- 19:27There are so many different ways. And
- 19:29the most common way is to use UV
- 19:32unwrapping, which is the default method,
- 19:34which is what it's actually looking for
- 19:36right now. You can see that's the
- 19:37texture coordinate that it's called in
- 19:39is UVs. And for something like a plate,
- 19:42this is the most simplest thing ever cuz
- 19:44it's just creating UVs. So, in edit
- 19:47mode, so just tab, and then select your
- 19:50entire mesh like that. Then hit U, U for
- 19:54unwrap, and then select unwrap angle
- 19:57based. And look, now the texture has
- 20:00been applied. So, what did that actually
- 20:02do? If you go to your UV editing tab at
- 20:05the top of your screen there, just click
- 20:07that, you will see, and let's uh focus
- 20:09on our object, so number pad right
- 20:11there, and I'll just uh turn this off so
- 20:13we can see the mesh underneath it, and
- 20:15this one as well. And let's look at uh
- 20:17the wireframe. Okay, so when we UV
- 20:19unwrapped it, it basically took I mean,
- 20:21it in in the case of something as flat
- 20:23as this, it just took a snapshot of it,
- 20:25and then it put it into the 2D space
- 20:27over here. And from your drop down, you
- 20:29could actually change it to the color
- 20:30map, and you could see where it's
- 20:32actually applied to on it. So, if I
- 20:34select a point right here on the mesh,
- 20:36you can see which point is actually
- 20:37selected there. So, it's right next to
- 20:39this little spot, and you can see there
- 20:42is this spot in the ceramic there, okay?
- 20:44And as I uh
- 20:46if I was to select everything with A,
- 20:48and then if I was to hit uh to rotate,
- 20:51you can see that the texture is being
- 20:53updated over there. In fact, if I turn
- 20:55off the overlay there just to uh see it
- 20:57more clearly, and then I turn on the
- 20:58thickness, right?
- 21:00Watch this. As I select everything in
- 21:02edit mode, I can move this around, and
- 21:05the texture coordinates are updating in
- 21:07real time. Okay, I can also scale this
- 21:09by hitting S, and this is a really
- 21:11common thing you do, because like often
- 21:13a mesh is a completely different size to
- 21:15the captured size of the object. Um in
- 21:17Polygon's case, for like detailed
- 21:19textures like this, this is a 30 by 30
- 21:21cm texture, which is actually probably
- 21:23pretty perfect for a plate. Maybe a
- 21:25maybe a plate should be a little bit uh
- 21:28scaled in like that, so that the dots
- 21:30are a little bit bigger. But, you could
- 21:31see this is very, very easy to do. Let's
- 21:34go back to layout over here. I'm going
- 21:36to select the icing now, and let's do uh
- 21:39one that's a little bit more
- 21:40complicated. So, I'm going to hit N to
- 21:43bring up the properties again. I'm going
- 21:44to scroll down, so this is in the
- 21:46textures free category. Scrolling down,
- 21:48and I'm looking for the strawberry pink
- 21:50uh glaze. Okay, so we got this
- 21:52strawberry pink um texture, right? And
- 21:55this was actually captured um by
- 21:59literally pouring a bunch of icing into
- 22:01a pan, um and then using a stereoscopic
- 22:04scanner to capture it from all
- 22:05dimensions, so that you get this like
- 22:07really interesting like that height
- 22:09information there, the little bumps of
- 22:11like the sugar crystals and stuff
- 22:13popping through. Pretty cool. Anyways,
- 22:15let's hit apply on that.
- 22:18Okay, you could see there is some
- 22:21texture on here, unlike the plate which
- 22:23came in like nothing. And the reason for
- 22:25that is that when you add in um a torus,
- 22:28like certain primitives, we added in a
- 22:30torus, it actually comes in with UV
- 22:33unwrapping already created, okay? So,
- 22:34with this this one here.
- 22:36So, it's already got some UVs, but all
- 22:39that extra work that we did at the
- 22:40bottom there, like extruding some things
- 22:42down, that's all been missed, all of the
- 22:44way that things have been shifted,
- 22:45because now it's lumpy, all of that is
- 22:47missing as well. So, it would help to
- 22:49actually UV unwrap this again, and
- 22:52project these points in a way that
- 22:54actually match matches the mesh. So, the
- 22:58way to think about this is what if this
- 23:01mesh was made of paper, and we had to
- 23:03lay the paper flat over onto this
- 23:05texture on the left-hand side over here?
- 23:08Where would you place the cuts on the
- 23:11mesh in order to lay it flat? And in the
- 23:13case of something like this, where I
- 23:16would place the cuts would be
- 23:17essentially along the edge, right along
- 23:21here. Okay, so if I alt click along that
- 23:24edge there, that should select all the
- 23:26way around it. So, do check that it goes
- 23:28all the way around it. Um if it doesn't,
- 23:30then it just this next step will come
- 23:32out a little bit funny. Um anyways, now
- 23:35that I've selected that, to add a cut,
- 23:38we're going to hit control E,
- 23:40and then I'm going to select mark seam,
- 23:43okay? And now, if I was to go back into
- 23:46uh wireframe mode here, and then just
- 23:48turn off the selection, you should see
- 23:51that we've got a line here that is red.
- 23:53By the way, the one next to it that is
- 23:54purple, that is the one that has the
- 23:56crease, which we added when we used the
- 23:58solidify thing to make it cling to the
- 24:00uh to the donut a little bit better. So,
- 24:02we've got this line that goes all the
- 24:04way around it, okay? And that has done a
- 24:07cut. Now, nothing has changed yet,
- 24:09because we still haven't UV unwrapped
- 24:10it, and that's okay, because we need to
- 24:12do one more
- 24:13right in the middle of our donut. If you
- 24:15just select like a random point on the
- 24:17inside of the donut there, then hit your
- 24:20focus key, um tilde three or numpad
- 24:23period,
- 24:24then you should be able to get in nice
- 24:26and close to it. Now that I'm here, I'm
- 24:28going to do the same thing, so hold down
- 24:30alt, and then select this line here, and
- 24:32now I'm going to hit control E, and do
- 24:35another seam. Okay, now that I've done
- 24:37that, select the entire mesh, and just
- 24:39like before, to unwrap it, it's U, U to
- 24:42unwrap, and unwrap angle based. Now,
- 24:45watch what happens.
- 24:47Ready?
- 24:50Well, that's taking a long time. I don't
- 24:51know why it took that long. [laughter]
- 24:52I've never seen it stall like that
- 24:54before, okay? Anyways, but look,
- 24:57that is perfect. That's pretty well
- 24:59perfect. I mean, there's probably a
- 25:01little bit of stretching there. There's
- 25:02always going to be stretching, guys.
- 25:04You'll never get it perfect, but as long
- 25:06as the stretching is minimal, like that
- 25:08is pretty well good. It's laid flat,
- 25:10like it looks almost like a cowhide rug,
- 25:12you know, like the and the dead animal
- 25:15that's been stretched out. It looks like
- 25:17that, but like that's that's how it
- 25:18works, right? So, now if I go into
- 25:20material view, look at this now.
- 25:23We no longer have I mean, you couldn't
- 25:25really see it clearly before, but you no
- 25:26longer have the stretching um that was
- 25:29happening there. It's now been properly
- 25:31um
- 25:32stretched across it. It's been properly
- 25:34mapped, and so we've got the texture
- 25:35going all the way in there. Now, the
- 25:37scale of this is probably wrong. So, um
- 25:40I like to like change the scale here,
- 25:41and I want to see it over there. So, I
- 25:43like to turn off my over uh overlays at
- 25:46the top there. So, you can just click
- 25:47that little box, that'll turn off
- 25:49everything, so you kind of can see
- 25:50what's selected, and now I can just
- 25:51change the scale here,
- 25:53um and I could make it bigger or
- 25:55smaller, um
- 25:57but yeah, you can play with the size,
- 25:59and and try and get it good. But, why
- 26:01does it look so pale and pink and like
- 26:03not as fun as it was before? Well, it's
- 26:05because when we added in that texture,
- 26:07right? When we clicked this, it overrode
- 26:10overrode um
- 26:13the material that we had before. So, if
- 26:15you go back to your shading tab, you'll
- 26:17see we got all these textures, and for
- 26:19example, before we had a pink color that
- 26:21was in the base color. Now, it's been
- 26:23overridden with the actual strawberry
- 26:25color, which was captured with the
- 26:26camera. However, that strawberry is a
- 26:28little paler than what I want. So, I'm
- 26:31actually going to disconnect it, because
- 26:32there's not actually that much
- 26:34information in color when it's something
- 26:36like this. All the information is in the
- 26:38bump. So, we can really just get by with
- 26:40Actually, we don't need metallic, cuz
- 26:42there's definitely no metal in it. Um
- 26:44I'm going to keep the roughness. That's
- 26:45okay to keep, because I just actually
- 26:47want to see that. I'm going to
- 26:48disconnect this, which is the subsurface
- 26:51amount, um because I want to control
- 26:53that myself as well. And I'm just going
- 26:55to leave the roughness and the normal,
- 26:57and that's it. Oh, I should explain how
- 26:58I was disconnecting those. So, if you
- 27:00hold down control and then right-click
- 27:03drag, that is how you can disconnect.
- 27:05You can also just click these points,
- 27:06and then just disconnect like that, but
- 27:08I prefer to control right-click drag,
- 27:10and that'll cut it. Um sever the tie.
- 27:14And now that I'm here, I'm just going to
- 27:15set these values to what I had before,
- 27:17you know, just playing it by eye, what
- 27:19pink color looks good. Set my subsurface
- 27:22amount radius to one, and then I'll
- 27:24change this uh scale value till it looks
- 27:27nice. But, there you go. I've now got my
- 27:29fleshy pink donut,
- 27:32um
- 27:32but I I now have this lovely bubbly um
- 27:36sugar crystals real glaze going on the
- 27:39donut.
- 27:40All right, now let's do another fun one.
- 27:41Let's do the donut itself. Now, this is
- 27:44a an interesting one that I had my team
- 27:46do um before we did
- 27:48uh before I started recording. Um I had
- 27:50them go out and scan a real donut, scan
- 27:53it all the way around, and then map it
- 27:55to a torus, and then just get the
- 27:56extracted data. And because this has
- 27:59been already UV unwrapped to map the
- 28:02exact square, just like what we um uh
- 28:05sorry.
- 28:07Yeah, just like what is captured for
- 28:09this this type of map here, now I can
- 28:11just apply this, and it'll automatically
- 28:13do it. So, let's do that. Hit apply, and
- 28:15that's pretty good. Like that's nice
- 28:17color, we've got nice bump there. If we
- 28:19bring back our icing, you can see that's
- 28:21already pretty good, right? But, there
- 28:24is something else that we can do,
- 28:25because when I was talking about
- 28:27shading, you might remember I mentioned
- 28:29that there is two different ways of um
- 28:32uh creating normal I sorry, creating
- 28:35bumps, right? And the the the normal
- 28:37one, the purple one, that's the one
- 28:39we've been using uh thus far. But,
- 28:41there's another one here, which comes in
- 28:42disconnected, and it's the displacement
- 28:45map. Now, in the newer versions of um
- 28:48the Polygon add-on, like the next
- 28:50version that's coming out after this,
- 28:52you'll be able to in this last use box
- 28:54here, you'll have an option that says um
- 28:56displacement and I sorry, displacement
- 28:59type. You can currently see it in
- 29:01Cycles, so if you use that, you can
- 29:03change it here to displacement and bump.
- 29:05But, because Eevee only just came with
- 29:08this feature to enable displacement,
- 29:09it's not yet there.
- 29:11Um so, we would have to connect it um
- 29:13ourselves. But, essentially all it's
- 29:15doing is when you change that little
- 29:17drop down there, if I grab all these
- 29:19things here, hit G to move them down,
- 29:21and then I sever this tie with the
- 29:23normal, and then I take my displacement,
- 29:26don't put it in the normal input though,
- 29:28put it in the displacement output of the
- 29:30material here. And what this is doing
- 29:33now
- 29:35is well, it's it's still a fake bump,
- 29:36but the other setting that it would
- 29:38enable is here in your material
- 29:40properties, right down here at the
- 29:42bottom, where it says displacement, it
- 29:43would change that to displacement and
- 29:45bump. And now, if I select my icing, it
- 29:48H to hide it, um you can see that the
- 29:51mesh has changed, right? This is the
- 29:53underlying mesh. It's now kind of
- 29:54expanded. And this is actually the
- 29:57captured data of the height, and it's
- 29:59being projected out of the donut. But,
- 30:01it can only use the actual data, which
- 30:04is on the mesh, okay? So, it currently
- 30:07looks kind of like chunky, um because
- 30:10there's not enough information. So, if
- 30:11you go to your modifier panel here, and
- 30:14then what would we add to more add more
- 30:15geometry? We would add in another
- 30:18subdivision surface.
- 30:20And now, when we do that, if I increase
- 30:22this,
- 30:23you can see if I increase it two, three,
- 30:25four times in the viewport, you can see
- 30:27I get a lot more data come through.
- 30:30Okay, I I think three is about it. Um
- 30:32I'm just going to I'll I'll set render
- 30:34to three or four. Yeah, I'll set it to
- 30:36three. That should be fine.
- 30:38Um it comes in a little bit projected.
- 30:40If you want to change the scale of it,
- 30:41you can also do that
- 30:43um here. I could change the scale from
- 30:45.2 to about .15.
- 30:48Also, you should see how it looks with
- 30:49your icing. So, I'm going to hit Alt H.
- 30:52Um you can see it's actually, yeah,
- 30:53clipping through it. So, I'll select my
- 30:55donut again, and I'll change the scale
- 30:57here to about
- 30:58.12.
- 31:01Like that. And then, of course, the
- 31:02other value that this is missing is the
- 31:04subsurface scattering, because again, we
- 31:06overrode the the placeholder stuff that
- 31:09we had there before. So, in here, I'm
- 31:11going to sever this connection, and then
- 31:12I'm going to set this to one, and then
- 31:14I'll just make this, you know, whatever.
- 31:16And look, you can make this look like so
- 31:18buttery nice. Like look at how soft and
- 31:20fluffy this donut looks.
- 31:23How cool is that?
- 31:26Like that.
- 31:27Bring it back. Look at that. We've got
- 31:29real icing with the real crystals. We've
- 31:31got real donut that has been captured
- 31:34and projected onto our torus.
- 31:36Um and that's just two materials, which
- 31:38is really cool. The final object to
- 31:40texture is our mug, and I'm going to do
- 31:43that in the next part, because we need
- 31:45to go much deeper into UV unwrapping and
- 31:47show how to unwrap a custom object. So,
- 31:50join me in the next video.
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