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Blender Basic Texturing Tutorial (Donut Part 5) — Transcript

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  1. 0:00It's time to texture these bad boys.
  2. 0:03Finally, after hinting at it for so
  3. 0:05long.
  4. 0:06Um so, we added some simple materials
  5. 0:09and uh that is actually fine for some
  6. 0:12types of objects. Like, you might
  7. 0:13actually have a plate and go like, it's
  8. 0:15just white plate. Doesn't need any
  9. 0:17texture. But, most things need texture.
  10. 0:20So, I'm going to select my uh table
  11. 0:22floor here. I'm going to go to the
  12. 0:24material panel right here. And I'm going
  13. 0:27to add a new material since it doesn't
  14. 0:28have one. And um let's look at how to
  15. 0:32add a texture. So, right here where
  16. 0:34we've got base color, if we want to add
  17. 0:36a color texture, we just click on this
  18. 0:39little uh yellow dot next to it. I know
  19. 0:41that's not clear. It will become clear
  20. 0:43when I show you nodes. Um but, when I
  21. 0:44click this, you get this uh slide-out
  22. 0:46menu with a bunch of different options
  23. 0:48here. Um and the one that I'm looking
  24. 0:50for says image texture. Okay. So, now I
  25. 0:53can hit um open.
  26. 0:55And just to demonstrate this, I'm going
  27. 0:57to select a wood texture that I
  28. 0:58downloaded off the internet just to show
  29. 1:00you how this works. Now, on this note,
  30. 1:03if you happen to see this, if you use an
  31. 1:05image texture that you find online, it's
  32. 1:07because there is a new feature feature.
  33. 1:10Uh
  34. 1:10it that there's a purpose. There's a
  35. 1:12There's a new feature in Blender 5.0
  36. 1:14where if it identifies in the name
  37. 1:17anything from the number 1,000 to 2,000,
  38. 1:19I think, um it'll think that is a UDIM,
  39. 1:23which is a completely whole, you know,
  40. 1:25production professional workflow kind of
  41. 1:27thing.
  42. 1:28Um it'll think it's a UDIM. And it
  43. 1:31Anyways, what you need to do is then
  44. 1:32change this to single image. But, most
  45. 1:34of the time, most images, if it doesn't
  46. 1:36have those numbers uh a string at the
  47. 1:39end, it should just load in fine.
  48. 1:41Anyways, let's say you had an image like
  49. 1:43this. Um you wanted the table to look uh
  50. 1:45wood, right? We're not going to do that,
  51. 1:47but you know, just just to show you.
  52. 1:49Um
  53. 1:50you would see it it's okay, right? But,
  54. 1:53there is no bump information. Okay? Um
  55. 1:56and that is because, of course, the 3D
  56. 1:58software doesn't know that there's
  57. 2:01supposed to be crevices here, right?
  58. 2:03Little dips in between the table, the
  59. 2:05the fine tooth uh grain of it. It has no
  60. 2:08idea because it's just taken with a
  61. 2:10single camera. It would have no idea how
  62. 2:12to guest guest what that true
  63. 2:14information should be. I mean, there is
  64. 2:16technically a way to guess it, but it
  65. 2:17never really turns out well. Um so, I'm
  66. 2:19not even going to bother showing you. Um
  67. 2:21so, most of the time, when you're
  68. 2:23talking about texturing in 3D um and
  69. 2:25using image textures, like textures from
  70. 2:27the real world, um you don't just grab a
  71. 2:30random image texture that you find
  72. 2:32online. You need to use a PBR textures,
  73. 2:35which stands for physically based
  74. 2:37rendering textures. And there are many
  75. 2:40different places that you can get PBR
  76. 2:41textures from. The best website that I
  77. 2:43think is Polygon, p o l i i g o n dot
  78. 2:48com. The link is below.
  79. 2:50Um and I think it's the best website
  80. 2:51because it's my website. It's my
  81. 2:54company.
  82. 2:55Um which I created 10 years ago, and it
  83. 2:57is now the fastest growing texture
  84. 3:00library
  85. 3:01um online. Um so, we've got
  86. 3:03photographers all over the world, and
  87. 3:05they use specialized equipment to go out
  88. 3:07into the world and they capture surfaces
  89. 3:10um usually like photograph the surface
  90. 3:12like hundreds of times, which is what
  91. 3:14enables you to actually capture all of
  92. 3:17that height information, the bump, uh
  93. 3:19the shininess reflectiveness of
  94. 3:21materials.
  95. 3:22Um and actually capture all of the maps
  96. 3:24that you can see here, for example.
  97. 3:26These weird-looking maps um is exactly
  98. 3:28what Blender um needs to
  99. 3:31uh to to make the material look
  100. 3:33realistic. So, we've got a bunch of
  101. 3:34different categories, obviously like
  102. 3:36almost anything you want to create, um
  103. 3:38you can find the textures um on here.
  104. 3:40But, for just this tutorial, if you go
  105. 3:43to polygon.com/a
  106. 3:45donut, the link for that is also below.
  107. 3:47Um but, this has the uh six textures
  108. 3:51that you'll actually need to follow
  109. 3:52along for this video.
  110. 3:54Um they're all free. We've made them
  111. 3:55free. All you need to do is get a free
  112. 3:57account, um and you can download all of
  113. 3:59those by just clicking them and then
  114. 4:01hitting uh download. And also, if you
  115. 4:03scroll down, uh we've got some premium
  116. 4:05textures here if you have uh a
  117. 4:06subscription with us um that you could
  118. 4:09use for the cafe scene that we're making
  119. 4:11to kind of spruce it up, make it your
  120. 4:13own, add some variation there. Um so,
  121. 4:15we've included some ones here that go
  122. 4:17well uh with the scene. Um and if you
  123. 4:19use this link, you'll get 10% off uh any
  124. 4:21any uh plan you choose. So, the first
  125. 4:23texture I want you to start with is uh
  126. 4:26it's going to be our cafe table. Um and
  127. 4:28obviously, you could, you know, you
  128. 4:30could use any texture that. You could
  129. 4:31use, you know, some of the ones down
  130. 4:32there if you wanted to. Um but, I want
  131. 4:34you to start with this one, this
  132. 4:35concrete texture. Um because we're going
  133. 4:38to make this look like a concrete table,
  134. 4:39something that, you know, a lot of cafes
  135. 4:41can sometimes have. Now, we actually
  136. 4:43have a Blender add-on, which makes
  137. 4:45downloading and importing these things
  138. 4:46even simpler. But, I want to give you
  139. 4:48the traditional way to import PBR
  140. 4:50textures first, so that you know how to
  141. 4:52use PBR textures just flat. Um and then
  142. 4:54I want to show you the easy way after.
  143. 4:56So, once you've got your free account,
  144. 4:58you can come back here, and you can
  145. 4:59click on download, this big download
  146. 5:01button. So, that'll give you an 8K uh
  147. 5:04texture. You probably don't need it. You
  148. 5:05could probably get by with four, but I'm
  149. 5:07going to get the 8K just to show you how
  150. 5:09it looks. Now, this will download a zip
  151. 5:11file like here. Okay? So, it should be
  152. 5:13fairly quick. It's about 289 megs. Once
  153. 5:16you've downloaded this texture, I need
  154. 5:18you to unzip it. So, with Windows, you
  155. 5:20just right-click and go uh extract all.
  156. 5:22Uh if you're on a Mac, you just
  157. 5:24double-click it, and it should just
  158. 5:25unzip itself. Now that I've got that,
  159. 5:27you can
  160. 5:30It's the stuff that's in here. This is
  161. 5:32the good stuff. This is the one we
  162. 5:33actually need to use. So, I'm going to
  163. 5:36uh just copy this folder uh location,
  164. 5:39and then uh back in Blender, for my
  165. 5:42selected plane here, underneath base
  166. 5:44color, I'm just going to uh just like
  167. 5:46before, you know, select image texture
  168. 5:48if you haven't already. Then, I'm going
  169. 5:50to click open. And then, a lot of these
  170. 5:52images look pretty similar. There's very
  171. 5:54little detail across them. There is
  172. 5:55some, uh but the one we're looking for
  173. 5:57is _base color. So, that is the one
  174. 6:00we're going to start with. Okay. So,
  175. 6:02this has given us a nice clean de-lit
  176. 6:06concrete floor texture, but the same
  177. 6:08problem. We don't have that height
  178. 6:10information there. And that's because,
  179. 6:11just like before, we've only loaded in
  180. 6:13information into the base color. So,
  181. 6:15it's it's almost like this has been
  182. 6:16printed on cardboard. That's kind of the
  183. 6:18appearance there. So, we need to load in
  184. 6:20the other PBR texture uh maps, they're
  185. 6:23called uh all of those uh different uh
  186. 6:26images that we downloaded. And we could,
  187. 6:29you know, import and do them the same
  188. 6:30way by clicking these little dot and
  189. 6:31then go image texture. But, it's very
  190. 6:33fiddly. And this view here, you can
  191. 6:35probably tell is like it's not designed
  192. 6:37for like complex texturing work. If you
  193. 6:40want to do complex texturing work, you
  194. 6:42should click on the shading tab at the
  195. 6:44top of your screen. Now, this view looks
  196. 6:46completely different. You've got a 3D
  197. 6:48view at the top. You've got these nodes
  198. 6:50here, which are very useful. And then,
  199. 6:52you got two over here that I think are
  200. 6:53kind of pointless. I don't really think
  201. 6:56they should be here.
  202. 6:57Um I've never really wanted them. So,
  203. 6:59I'm going to right-click on the uh
  204. 7:01like the divider between these little
  205. 7:03windows here. I'm going to say join
  206. 7:05left. And then, I'm going to do the same
  207. 7:07for the bottom, join left. And then, I
  208. 7:09also I want to flip it because I haven't
  209. 7:12I don't really like having like the top
  210. 7:14view and this. It's like it's too
  211. 7:16wide-screen to like look at things like
  212. 7:18this. So, instead, I'm going to
  213. 7:19right-click this, say join uh down. And
  214. 7:23then, at the top of my screen here, the
  215. 7:25top of the little uh divider there,
  216. 7:27until I get that little uh little
  217. 7:28arrows, I'm going to right-click, and
  218. 7:30then I'm going to say vertical split.
  219. 7:32And then, to make this one on the
  220. 7:33right-hand side, those same shader nodes
  221. 7:35that we had from before, click from this
  222. 7:37little drop-down at the top. Uh by the
  223. 7:39way, if you don't see it, um you just
  224. 7:40have to like middle mouse like grab and
  225. 7:43pull across, and you will get uh all the
  226. 7:45way to the end there.
  227. 7:46Uh but yeah, if I click that and then go
  228. 7:48shader editor,
  229. 7:49then close this by hitting the N key.
  230. 7:52It's a lot of steps. Uh but now, I have
  231. 7:56my shader nodes. So, the shader nodes
  232. 7:58over here, this is actually the same
  233. 8:00information as what we have in our
  234. 8:03material over here. For example, if I
  235. 8:05was to uh adjust this roughness, you can
  236. 8:08see that it's adjusting both of those
  237. 8:10values there. And when we added in this,
  238. 8:12and we we clicked image texture, it was
  239. 8:15basically in the background adding in
  240. 8:17this node here, which loaded in the
  241. 8:19image texture. So, this is a it's a
  242. 8:21simplified view. If you want to do like
  243. 8:23small changes to a material, you use
  244. 8:25this panel here. If you want to do
  245. 8:27anything more complex than that, you use
  246. 8:30the shader nodes here. And it's pretty
  247. 8:32self-explanatory to understand how
  248. 8:34shader nodes work. It's like over here,
  249. 8:37this is your material output. It's the
  250. 8:39final material. And generally, you have
  251. 8:41a shader, which is something like this,
  252. 8:43principled BSDF, that is the shader that
  253. 8:45you use for like 99% of materials now.
  254. 8:48And then, you just have a bunch of
  255. 8:50values. And then, you can connect things
  256. 8:52into this um to do different things. And
  257. 8:54I'm going to show you how we can like
  258. 8:55tweak this texture and do a bunch of
  259. 8:56stuff. Um but, first, let's load in some
  260. 8:59of those PBR texture maps. By the way,
  261. 9:01if you're wondering uh the one the view
  262. 9:03on the left-hand side of the screen
  263. 9:04here, why does this look different? This
  264. 9:06is because, and again, a middle mouse
  265. 9:07drag along the top there, um
  266. 9:10we we talked about the 3D viewport. We
  267. 9:12talked about the rendered view mode. We
  268. 9:14didn't talk about this one. This is the
  269. 9:15material preview mode. And it's
  270. 9:17literally designed for previewing
  271. 9:19materials because it loads in a like
  272. 9:21fake world view around a called an HDR,
  273. 9:25which you can actually swap out here, so
  274. 9:27you can see, you know, different types
  275. 9:29of uh environments. But, it's a way to
  276. 9:31like quickly visualize a material
  277. 9:34um without having to like change a bunch
  278. 9:36of lighting to understand how the
  279. 9:38material's going to look cuz materials
  280. 9:39look very different in different uh
  281. 9:41lighting setups. So, it's actually a
  282. 9:42very useful mode, um and it makes sense.
  283. 9:45It's called material preview. So, let's
  284. 9:46load in another image. So, I'm going to
  285. 9:48hit uh uh I could hit shift A, or I
  286. 9:50could just go add at the top of the
  287. 9:51screen there. It's cool. The Blender's
  288. 9:53hot keys are the exact same ones
  289. 9:54everywhere. So, shift A is the same as
  290. 9:56shift A over there, right? Add.
  291. 9:58And I'm going to go texture and I'm
  292. 10:00going to say image texture. Okay. And
  293. 10:02now it's just asking where do you want
  294. 10:03to drop it, so I can just drop it
  295. 10:05anywhere. And I'm going to click open.
  296. 10:07Then I'm going to navigate to that
  297. 10:08folder where all of the images are. And
  298. 10:10the first one I'm going to load in is
  299. 10:12this one called underscore normal, the
  300. 10:14purple one.
  301. 10:16And it's you can remember it as the
  302. 10:17normal map because it's normal to ask
  303. 10:20why is that purple? That's how I
  304. 10:22remember it.
  305. 10:23>> [laughter]
  306. 10:25>> Then yeah, just hit open on that.
  307. 10:28And the place that you would put that,
  308. 10:30you could guess, is the normal input,
  309. 10:32that little purple input there on our
  310. 10:35shader there. So, the way you connect
  311. 10:38something to something else is you just
  312. 10:40where there's a point, you just click
  313. 10:42that point and you just drag out and
  314. 10:44connect it to another point and then you
  315. 10:46release. And then it is connected.
  316. 10:49Now, you can see that there is some bump
  317. 10:51information now. But you wouldn't know
  318. 10:53it, but this is actually the wrong
  319. 10:55What's It's partly the way to connect
  320. 10:57something, but we need to do something
  321. 10:59else. First of all, you can see that
  322. 11:01between here and here Whoops.
  323. 11:04We've gone from a yellow input to a
  324. 11:07purple input. Now, it's okay to go from
  325. 11:09like yellow to gray because gray just
  326. 11:11means gray scale, so you can go from
  327. 11:13color information to gray information,
  328. 11:14that's fine. But normal is like vector
  329. 11:17information. Yeah, without getting
  330. 11:19technical, like the normal is the way
  331. 11:21the faces, like that invisible line of
  332. 11:23the faces, and this is like faking which
  333. 11:25direction each of those pixels has.
  334. 11:28Um
  335. 11:29But basically, we need to add something
  336. 11:30between here and here to convert this
  337. 11:33from color information into vector
  338. 11:35information. And we can do that by
  339. 11:37hitting shift A to add again, and then
  340. 11:40going to displacement in this drop-down
  341. 11:42and clicking normal map. You can also,
  342. 11:45if you can't find it, you can go to the
  343. 11:46search bar and you can type in normal
  344. 11:48map as well. All right, once you've got
  345. 11:50this normal map, you then just need to
  346. 11:51drag it over that line until it lights
  347. 11:54up, and then you just want to do a
  348. 11:55single click and it will connect it.
  349. 11:57Okay. So, now it is correctly connected.
  350. 12:01But it But still, it's just not quite
  351. 12:03right. There are There is a lot of steps
  352. 12:05to like manually connecting PBR texture
  353. 12:07maps, which is why I want to show you
  354. 12:08the fast way to do this after this. But
  355. 12:11I need to show you this because you
  356. 12:12might be using PBR texture maps from
  357. 12:13elsewhere or from like production files
  358. 12:15and stuff, and you need to know how to
  359. 12:16actually manually connect them. So, when
  360. 12:19you're working with PBR texture maps,
  361. 12:22the only texture that should have the
  362. 12:25color space sRGB is your base color,
  363. 12:28okay?
  364. 12:30Every other map should have the color
  365. 12:31space set to non-color. And again,
  366. 12:34without going technical I keep saying
  367. 12:36that because you shaders are very
  368. 12:37technical.
  369. 12:39It It basically it's it's it's
  370. 12:41converting it to linear space. So, it's
  371. 12:43using that
  372. 12:44Or it's actually not doing any
  373. 12:45conversion. It's just saying like let's
  374. 12:47use the raw values from that and
  375. 12:50just use it linear. I don't Yeah,
  376. 12:52anyway.
  377. 12:53>> [laughter]
  378. 12:54>> Other Other software sometimes call
  379. 12:56those maps, but our Blender's is a
  380. 12:58non-color data. Okay. So, now that we've
  381. 13:00got that, look, we've got bump across
  382. 13:03our concrete there. And if we went into
  383. 13:05the rendered view at the top there,
  384. 13:07you could see if I took my lamp at the
  385. 13:09top there, and then I brought this like
  386. 13:11way down to the
  387. 13:13plane that you can see we get this like
  388. 13:14nice gritty shadows cast across the
  389. 13:18surface there.
  390. 13:19Um
  391. 13:20And this is how you make materials that
  392. 13:21look realistic. You can't get this
  393. 13:24information any other way than by
  394. 13:27very expensively capturing these
  395. 13:30surfaces, and I know that because I've
  396. 13:32seen the bills. I know how much it costs
  397. 13:34to capture surfaces like this.
  398. 13:36And it can be thousands. That's where we
  399. 13:38started, and over the years we've got
  400. 13:40that price way way down.
  401. 13:42But it's it's a very expensive capturing
  402. 13:45process. It's not easy to do. It's not
  403. 13:47fun. It's very boring to do. So, unless
  404. 13:50you really want to go into that space,
  405. 13:52it's not something you want to try to
  406. 13:54do.
  407. 13:55Anyways, so that's the normal map, but
  408. 13:56there is another map which is useful.
  409. 13:59So, I'm going to hit shift A to add
  410. 14:01another map, and I'm going to say
  411. 14:03texture, and I'm looking for image
  412. 14:06texture. Okay. And then I'm going to
  413. 14:08click open on this, and this time I'm
  414. 14:10looking for the one with underscore
  415. 14:12roughness at the end of the name.
  416. 14:15Okay. And then just like before, I need
  417. 14:17to make sure my color space is set to
  418. 14:18non-color data. And then finally, I want
  419. 14:21to drag this out to plug into my
  420. 14:24roughness input.
  421. 14:26Now, when you do that, you'll see the
  422. 14:27material goes very very dull. So, it was
  423. 14:30like, you know, before when we set this
  424. 14:32to like shiny like this,
  425. 14:34when we connect this in here it goes
  426. 14:35dull because concrete is dull. So, this
  427. 14:37is actually like the correct value for
  428. 14:39concrete. We like calibrated it to make
  429. 14:41sure. So, this is is that. Now, it's
  430. 14:44very often that you actually want to
  431. 14:46customize something. Like, for example,
  432. 14:48cafe tables often have concrete that has
  433. 14:51been like buffed or like coated in some
  434. 14:53sort of gloss or something like that or
  435. 14:56an epoxy. So, it can It It's totally
  436. 14:58fine to just want to have like the free
  437. 15:01control of the slider there and not use
  438. 15:03it. Like, the maps are there if you need
  439. 15:06them, right? If you really want to go
  440. 15:07for something realistic, you would use
  441. 15:09them all, but sometimes you don't, and
  442. 15:11it's totally fine to just disconnect
  443. 15:12them. Now, the other maps here, by the
  444. 15:14way, if you're curious, this yellow one,
  445. 15:15ORM, we don't use that in Blender,
  446. 15:18that's used by game engines. Polygon
  447. 15:20provides them because we, you know,
  448. 15:21serve all the different renderers and
  449. 15:23softwares out there. Displacement is a
  450. 15:25different method than normal map. We're
  451. 15:28actually going to use that on the donut.
  452. 15:30Metallic is if the material contains
  453. 15:32metal, that's the only time you would
  454. 15:34use that. And then the other one is
  455. 15:35occlusion map, an ambient occlusion map.
  456. 15:38That's if it there's like deep crevices,
  457. 15:40like if it's like a pebble pathway or
  458. 15:41something like that. This is the actual
  459. 15:43like shadows that like collects inside
  460. 15:45of crevices.
  461. 15:46But we don't need that. Honestly, most
  462. 15:49of the time these three maps, the base
  463. 15:50color, the normal map, and the
  464. 15:52roughness, that is like 90% materials.
  465. 15:55And that's really all that you need for
  466. 15:56those. But it is still very finicky to
  467. 16:00do this, right? Am I wrong? Like, having
  468. 16:02to remember the color space and connect
  469. 16:04this and convert that and like even just
  470. 16:06these three things was like 30 clicks.
  471. 16:09So, that is why most people that are
  472. 16:12dealing with PBR textures don't want to
  473. 16:14have to do this. They want to use an
  474. 16:16add-on like
  475. 16:18the Polygon add-on. So, at the top of
  476. 16:20the page on polygon.com {slash} donut,
  477. 16:23you can click this link that says
  478. 16:24download Polygon add-on, or you can just
  479. 16:26go to {slash} Blender. This will show
  480. 16:29you how to install it. If you don't want
  481. 16:30to read that, I'll show you how to do it
  482. 16:32right now. Unlike before, when you have
  483. 16:35your zip file, do not unzip it. Blender
  484. 16:37actually needs this zip in order to
  485. 16:40properly install it. So, what you do is
  486. 16:42you drag out and you release the zip
  487. 16:44file from anywhere on the computer, and
  488. 16:47then it will say install this because
  489. 16:49it'll recognize it as an add-on, and
  490. 16:50then you say yep, install, and you say
  491. 16:52okay. Now, if you go to edit
  492. 16:55preferences, then go to add-ons, you
  493. 16:57should see one there called Polygon at
  494. 16:59the top there, which means it has been
  495. 17:01successfully installed. If it didn't
  496. 17:03successfully install, maybe you're on a
  497. 17:04Mac and maybe it actually automatically
  498. 17:06unzipped itself, in which case you need
  499. 17:08to rezip it and then drag it over. But
  500. 17:11yeah, it should install if it is
  501. 17:12properly zipped. Now, once you have done
  502. 17:15that, in your 3D viewport over here, if
  503. 17:18you hit N, which brings up your
  504. 17:21properties, you should see a tab there
  505. 17:23that says Polygon. Then if you just like
  506. 17:25one-click login, this will take you here
  507. 17:28and then it will just say login
  508. 17:29confirmed. Go back into Blender and you
  509. 17:32should see now we've got materials in a
  510. 17:36scroll bar, right? Which is pretty cool,
  511. 17:38and I can type in anything I want. Let's
  512. 17:40say
  513. 17:41sprinkles cuz I know there's some
  514. 17:43sprinkles materials here, for example.
  515. 17:45But you can also browse by category,
  516. 17:48right? You can look at all the different
  517. 17:49ones. And importantly, this will
  518. 17:51actually download it. So, one-click
  519. 17:54download like this, and then one-click
  520. 17:56apply, and look at this.
  521. 17:59All of this has been set up
  522. 18:00automatically. All of these are
  523. 18:02automatically set to non-color. We've
  524. 18:04got the exact precise
  525. 18:08correct use of every single map that is
  526. 18:11ready to go.
  527. 18:12But anyway, go back to my previous
  528. 18:14material here, and let's go to
  529. 18:18free category, and then let's use
  530. 18:21another one. So, this speckled glazed
  531. 18:25ceramic plate.
  532. 18:27And by the way, you can like click the
  533. 18:28little drop-down there if you want to
  534. 18:30see something online to get like better
  535. 18:32picture for it,
  536. 18:33you can quickly view it that way. But
  537. 18:36this is the one we want to apply to our
  538. 18:38plate here. So, with my plate selected,
  539. 18:41I need to first of all hit download.
  540. 18:43I've already done it, which is why I
  541. 18:44don't see it, but you hit download and
  542. 18:46it'll just save it to your folder, which
  543. 18:48is in your preferences. And then with an
  544. 18:51object selected, you should be able to
  545. 18:53hit apply. If you don't see the apply
  546. 18:55box, it means that you haven't got an
  547. 18:57object selected, so make sure one is
  548. 18:58selected in order to click that box.
  549. 19:01Okay. So, we have correctly
  550. 19:04applied it. You can see all the nodes
  551. 19:05are there. It's the correct material.
  552. 19:07Why isn't it showing up on our object?
  553. 19:09Now, this isn't a fault of the texture
  554. 19:10or anything like that. This is to do
  555. 19:13with texture mapping, which is the next
  556. 19:16thing to understand when it comes to
  557. 19:18textures. Is textures are 2D, right? 2D.
  558. 19:21And our objects are obviously 3D. So,
  559. 19:24how do you apply a texture to an object?
  560. 19:27There are so many different ways. And
  561. 19:29the most common way is to use UV
  562. 19:32unwrapping, which is the default method,
  563. 19:34which is what it's actually looking for
  564. 19:36right now. You can see that's the
  565. 19:37texture coordinate that it's called in
  566. 19:39is UVs. And for something like a plate,
  567. 19:42this is the most simplest thing ever cuz
  568. 19:44it's just creating UVs. So, in edit
  569. 19:47mode, so just tab, and then select your
  570. 19:50entire mesh like that. Then hit U, U for
  571. 19:54unwrap, and then select unwrap angle
  572. 19:57based. And look, now the texture has
  573. 20:00been applied. So, what did that actually
  574. 20:02do? If you go to your UV editing tab at
  575. 20:05the top of your screen there, just click
  576. 20:07that, you will see, and let's uh focus
  577. 20:09on our object, so number pad right
  578. 20:11there, and I'll just uh turn this off so
  579. 20:13we can see the mesh underneath it, and
  580. 20:15this one as well. And let's look at uh
  581. 20:17the wireframe. Okay, so when we UV
  582. 20:19unwrapped it, it basically took I mean,
  583. 20:21it in in the case of something as flat
  584. 20:23as this, it just took a snapshot of it,
  585. 20:25and then it put it into the 2D space
  586. 20:27over here. And from your drop down, you
  587. 20:29could actually change it to the color
  588. 20:30map, and you could see where it's
  589. 20:32actually applied to on it. So, if I
  590. 20:34select a point right here on the mesh,
  591. 20:36you can see which point is actually
  592. 20:37selected there. So, it's right next to
  593. 20:39this little spot, and you can see there
  594. 20:42is this spot in the ceramic there, okay?
  595. 20:44And as I uh
  596. 20:46if I was to select everything with A,
  597. 20:48and then if I was to hit uh to rotate,
  598. 20:51you can see that the texture is being
  599. 20:53updated over there. In fact, if I turn
  600. 20:55off the overlay there just to uh see it
  601. 20:57more clearly, and then I turn on the
  602. 20:58thickness, right?
  603. 21:00Watch this. As I select everything in
  604. 21:02edit mode, I can move this around, and
  605. 21:05the texture coordinates are updating in
  606. 21:07real time. Okay, I can also scale this
  607. 21:09by hitting S, and this is a really
  608. 21:11common thing you do, because like often
  609. 21:13a mesh is a completely different size to
  610. 21:15the captured size of the object. Um in
  611. 21:17Polygon's case, for like detailed
  612. 21:19textures like this, this is a 30 by 30
  613. 21:21cm texture, which is actually probably
  614. 21:23pretty perfect for a plate. Maybe a
  615. 21:25maybe a plate should be a little bit uh
  616. 21:28scaled in like that, so that the dots
  617. 21:30are a little bit bigger. But, you could
  618. 21:31see this is very, very easy to do. Let's
  619. 21:34go back to layout over here. I'm going
  620. 21:36to select the icing now, and let's do uh
  621. 21:39one that's a little bit more
  622. 21:40complicated. So, I'm going to hit N to
  623. 21:43bring up the properties again. I'm going
  624. 21:44to scroll down, so this is in the
  625. 21:46textures free category. Scrolling down,
  626. 21:48and I'm looking for the strawberry pink
  627. 21:50uh glaze. Okay, so we got this
  628. 21:52strawberry pink um texture, right? And
  629. 21:55this was actually captured um by
  630. 21:59literally pouring a bunch of icing into
  631. 22:01a pan, um and then using a stereoscopic
  632. 22:04scanner to capture it from all
  633. 22:05dimensions, so that you get this like
  634. 22:07really interesting like that height
  635. 22:09information there, the little bumps of
  636. 22:11like the sugar crystals and stuff
  637. 22:13popping through. Pretty cool. Anyways,
  638. 22:15let's hit apply on that.
  639. 22:18Okay, you could see there is some
  640. 22:21texture on here, unlike the plate which
  641. 22:23came in like nothing. And the reason for
  642. 22:25that is that when you add in um a torus,
  643. 22:28like certain primitives, we added in a
  644. 22:30torus, it actually comes in with UV
  645. 22:33unwrapping already created, okay? So,
  646. 22:34with this this one here.
  647. 22:36So, it's already got some UVs, but all
  648. 22:39that extra work that we did at the
  649. 22:40bottom there, like extruding some things
  650. 22:42down, that's all been missed, all of the
  651. 22:44way that things have been shifted,
  652. 22:45because now it's lumpy, all of that is
  653. 22:47missing as well. So, it would help to
  654. 22:49actually UV unwrap this again, and
  655. 22:52project these points in a way that
  656. 22:54actually match matches the mesh. So, the
  657. 22:58way to think about this is what if this
  658. 23:01mesh was made of paper, and we had to
  659. 23:03lay the paper flat over onto this
  660. 23:05texture on the left-hand side over here?
  661. 23:08Where would you place the cuts on the
  662. 23:11mesh in order to lay it flat? And in the
  663. 23:13case of something like this, where I
  664. 23:16would place the cuts would be
  665. 23:17essentially along the edge, right along
  666. 23:21here. Okay, so if I alt click along that
  667. 23:24edge there, that should select all the
  668. 23:26way around it. So, do check that it goes
  669. 23:28all the way around it. Um if it doesn't,
  670. 23:30then it just this next step will come
  671. 23:32out a little bit funny. Um anyways, now
  672. 23:35that I've selected that, to add a cut,
  673. 23:38we're going to hit control E,
  674. 23:40and then I'm going to select mark seam,
  675. 23:43okay? And now, if I was to go back into
  676. 23:46uh wireframe mode here, and then just
  677. 23:48turn off the selection, you should see
  678. 23:51that we've got a line here that is red.
  679. 23:53By the way, the one next to it that is
  680. 23:54purple, that is the one that has the
  681. 23:56crease, which we added when we used the
  682. 23:58solidify thing to make it cling to the
  683. 24:00uh to the donut a little bit better. So,
  684. 24:02we've got this line that goes all the
  685. 24:04way around it, okay? And that has done a
  686. 24:07cut. Now, nothing has changed yet,
  687. 24:09because we still haven't UV unwrapped
  688. 24:10it, and that's okay, because we need to
  689. 24:12do one more
  690. 24:13right in the middle of our donut. If you
  691. 24:15just select like a random point on the
  692. 24:17inside of the donut there, then hit your
  693. 24:20focus key, um tilde three or numpad
  694. 24:23period,
  695. 24:24then you should be able to get in nice
  696. 24:26and close to it. Now that I'm here, I'm
  697. 24:28going to do the same thing, so hold down
  698. 24:30alt, and then select this line here, and
  699. 24:32now I'm going to hit control E, and do
  700. 24:35another seam. Okay, now that I've done
  701. 24:37that, select the entire mesh, and just
  702. 24:39like before, to unwrap it, it's U, U to
  703. 24:42unwrap, and unwrap angle based. Now,
  704. 24:45watch what happens.
  705. 24:47Ready?
  706. 24:50Well, that's taking a long time. I don't
  707. 24:51know why it took that long. [laughter]
  708. 24:52I've never seen it stall like that
  709. 24:54before, okay? Anyways, but look,
  710. 24:57that is perfect. That's pretty well
  711. 24:59perfect. I mean, there's probably a
  712. 25:01little bit of stretching there. There's
  713. 25:02always going to be stretching, guys.
  714. 25:04You'll never get it perfect, but as long
  715. 25:06as the stretching is minimal, like that
  716. 25:08is pretty well good. It's laid flat,
  717. 25:10like it looks almost like a cowhide rug,
  718. 25:12you know, like the and the dead animal
  719. 25:15that's been stretched out. It looks like
  720. 25:17that, but like that's that's how it
  721. 25:18works, right? So, now if I go into
  722. 25:20material view, look at this now.
  723. 25:23We no longer have I mean, you couldn't
  724. 25:25really see it clearly before, but you no
  725. 25:26longer have the stretching um that was
  726. 25:29happening there. It's now been properly
  727. 25:31um
  728. 25:32stretched across it. It's been properly
  729. 25:34mapped, and so we've got the texture
  730. 25:35going all the way in there. Now, the
  731. 25:37scale of this is probably wrong. So, um
  732. 25:40I like to like change the scale here,
  733. 25:41and I want to see it over there. So, I
  734. 25:43like to turn off my over uh overlays at
  735. 25:46the top there. So, you can just click
  736. 25:47that little box, that'll turn off
  737. 25:49everything, so you kind of can see
  738. 25:50what's selected, and now I can just
  739. 25:51change the scale here,
  740. 25:53um and I could make it bigger or
  741. 25:55smaller, um
  742. 25:57but yeah, you can play with the size,
  743. 25:59and and try and get it good. But, why
  744. 26:01does it look so pale and pink and like
  745. 26:03not as fun as it was before? Well, it's
  746. 26:05because when we added in that texture,
  747. 26:07right? When we clicked this, it overrode
  748. 26:10overrode um
  749. 26:13the material that we had before. So, if
  750. 26:15you go back to your shading tab, you'll
  751. 26:17see we got all these textures, and for
  752. 26:19example, before we had a pink color that
  753. 26:21was in the base color. Now, it's been
  754. 26:23overridden with the actual strawberry
  755. 26:25color, which was captured with the
  756. 26:26camera. However, that strawberry is a
  757. 26:28little paler than what I want. So, I'm
  758. 26:31actually going to disconnect it, because
  759. 26:32there's not actually that much
  760. 26:34information in color when it's something
  761. 26:36like this. All the information is in the
  762. 26:38bump. So, we can really just get by with
  763. 26:40Actually, we don't need metallic, cuz
  764. 26:42there's definitely no metal in it. Um
  765. 26:44I'm going to keep the roughness. That's
  766. 26:45okay to keep, because I just actually
  767. 26:47want to see that. I'm going to
  768. 26:48disconnect this, which is the subsurface
  769. 26:51amount, um because I want to control
  770. 26:53that myself as well. And I'm just going
  771. 26:55to leave the roughness and the normal,
  772. 26:57and that's it. Oh, I should explain how
  773. 26:58I was disconnecting those. So, if you
  774. 27:00hold down control and then right-click
  775. 27:03drag, that is how you can disconnect.
  776. 27:05You can also just click these points,
  777. 27:06and then just disconnect like that, but
  778. 27:08I prefer to control right-click drag,
  779. 27:10and that'll cut it. Um sever the tie.
  780. 27:14And now that I'm here, I'm just going to
  781. 27:15set these values to what I had before,
  782. 27:17you know, just playing it by eye, what
  783. 27:19pink color looks good. Set my subsurface
  784. 27:22amount radius to one, and then I'll
  785. 27:24change this uh scale value till it looks
  786. 27:27nice. But, there you go. I've now got my
  787. 27:29fleshy pink donut,
  788. 27:32um
  789. 27:32but I I now have this lovely bubbly um
  790. 27:36sugar crystals real glaze going on the
  791. 27:39donut.
  792. 27:40All right, now let's do another fun one.
  793. 27:41Let's do the donut itself. Now, this is
  794. 27:44a an interesting one that I had my team
  795. 27:46do um before we did
  796. 27:48uh before I started recording. Um I had
  797. 27:50them go out and scan a real donut, scan
  798. 27:53it all the way around, and then map it
  799. 27:55to a torus, and then just get the
  800. 27:56extracted data. And because this has
  801. 27:59been already UV unwrapped to map the
  802. 28:02exact square, just like what we um uh
  803. 28:05sorry.
  804. 28:07Yeah, just like what is captured for
  805. 28:09this this type of map here, now I can
  806. 28:11just apply this, and it'll automatically
  807. 28:13do it. So, let's do that. Hit apply, and
  808. 28:15that's pretty good. Like that's nice
  809. 28:17color, we've got nice bump there. If we
  810. 28:19bring back our icing, you can see that's
  811. 28:21already pretty good, right? But, there
  812. 28:24is something else that we can do,
  813. 28:25because when I was talking about
  814. 28:27shading, you might remember I mentioned
  815. 28:29that there is two different ways of um
  816. 28:32uh creating normal I sorry, creating
  817. 28:35bumps, right? And the the the normal
  818. 28:37one, the purple one, that's the one
  819. 28:39we've been using uh thus far. But,
  820. 28:41there's another one here, which comes in
  821. 28:42disconnected, and it's the displacement
  822. 28:45map. Now, in the newer versions of um
  823. 28:48the Polygon add-on, like the next
  824. 28:50version that's coming out after this,
  825. 28:52you'll be able to in this last use box
  826. 28:54here, you'll have an option that says um
  827. 28:56displacement and I sorry, displacement
  828. 28:59type. You can currently see it in
  829. 29:01Cycles, so if you use that, you can
  830. 29:03change it here to displacement and bump.
  831. 29:05But, because Eevee only just came with
  832. 29:08this feature to enable displacement,
  833. 29:09it's not yet there.
  834. 29:11Um so, we would have to connect it um
  835. 29:13ourselves. But, essentially all it's
  836. 29:15doing is when you change that little
  837. 29:17drop down there, if I grab all these
  838. 29:19things here, hit G to move them down,
  839. 29:21and then I sever this tie with the
  840. 29:23normal, and then I take my displacement,
  841. 29:26don't put it in the normal input though,
  842. 29:28put it in the displacement output of the
  843. 29:30material here. And what this is doing
  844. 29:33now
  845. 29:35is well, it's it's still a fake bump,
  846. 29:36but the other setting that it would
  847. 29:38enable is here in your material
  848. 29:40properties, right down here at the
  849. 29:42bottom, where it says displacement, it
  850. 29:43would change that to displacement and
  851. 29:45bump. And now, if I select my icing, it
  852. 29:48H to hide it, um you can see that the
  853. 29:51mesh has changed, right? This is the
  854. 29:53underlying mesh. It's now kind of
  855. 29:54expanded. And this is actually the
  856. 29:57captured data of the height, and it's
  857. 29:59being projected out of the donut. But,
  858. 30:01it can only use the actual data, which
  859. 30:04is on the mesh, okay? So, it currently
  860. 30:07looks kind of like chunky, um because
  861. 30:10there's not enough information. So, if
  862. 30:11you go to your modifier panel here, and
  863. 30:14then what would we add to more add more
  864. 30:15geometry? We would add in another
  865. 30:18subdivision surface.
  866. 30:20And now, when we do that, if I increase
  867. 30:22this,
  868. 30:23you can see if I increase it two, three,
  869. 30:25four times in the viewport, you can see
  870. 30:27I get a lot more data come through.
  871. 30:30Okay, I I think three is about it. Um
  872. 30:32I'm just going to I'll I'll set render
  873. 30:34to three or four. Yeah, I'll set it to
  874. 30:36three. That should be fine.
  875. 30:38Um it comes in a little bit projected.
  876. 30:40If you want to change the scale of it,
  877. 30:41you can also do that
  878. 30:43um here. I could change the scale from
  879. 30:45.2 to about .15.
  880. 30:48Also, you should see how it looks with
  881. 30:49your icing. So, I'm going to hit Alt H.
  882. 30:52Um you can see it's actually, yeah,
  883. 30:53clipping through it. So, I'll select my
  884. 30:55donut again, and I'll change the scale
  885. 30:57here to about
  886. 30:58.12.
  887. 31:01Like that. And then, of course, the
  888. 31:02other value that this is missing is the
  889. 31:04subsurface scattering, because again, we
  890. 31:06overrode the the placeholder stuff that
  891. 31:09we had there before. So, in here, I'm
  892. 31:11going to sever this connection, and then
  893. 31:12I'm going to set this to one, and then
  894. 31:14I'll just make this, you know, whatever.
  895. 31:16And look, you can make this look like so
  896. 31:18buttery nice. Like look at how soft and
  897. 31:20fluffy this donut looks.
  898. 31:23How cool is that?
  899. 31:26Like that.
  900. 31:27Bring it back. Look at that. We've got
  901. 31:29real icing with the real crystals. We've
  902. 31:31got real donut that has been captured
  903. 31:34and projected onto our torus.
  904. 31:36Um and that's just two materials, which
  905. 31:38is really cool. The final object to
  906. 31:40texture is our mug, and I'm going to do
  907. 31:43that in the next part, because we need
  908. 31:45to go much deeper into UV unwrapping and
  909. 31:47show how to unwrap a custom object. So,
  910. 31:50join me in the next video.

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