WEBVTT

00:00.480 --> 00:02.390
Welcome to the diffuse smap.

00:02.610 --> 00:09.450
In this video you'll create a hand painted texture in the movie image editor and apply it to your models.

00:09.450 --> 00:12.810
Now we've already created an image in the U.S. image editor.

00:12.840 --> 00:15.270
That was great fun playing with those settings.

00:15.270 --> 00:20.410
And now we're going to put those skills to the test that we can actually use on our models.

00:20.460 --> 00:23.340
We'll be creating the diffused map from scratch.

00:23.340 --> 00:26.400
And we'll also be explaining what the diffuse map does.

00:26.400 --> 00:29.120
So before we continue let's start with that last point.

00:29.130 --> 00:30.650
What is a diffuse map.

00:30.870 --> 00:36.780
Well it is the most common map and it's the one most people think of when you say texture.

00:36.780 --> 00:40.890
It defines the colours and patterns on a surface.

00:40.890 --> 00:48.060
Now of course what we could do is build up a loaded geometry and then paint those little bits of geometry

00:48.330 --> 00:53.260
different colours assign different materials to different faces and build it up that way.

00:53.400 --> 00:59.940
So in a way a diffused map is a baking of detail that would be too arduous to do.

00:59.940 --> 01:06.210
In fact we can get away with just painting it ourselves in many cases and we move onto more baking in

01:06.210 --> 01:07.530
a few moments.

01:07.800 --> 01:14.070
So diffused maps in general way they can be challenging to imagine a surface without a light source

01:14.100 --> 01:19.830
or rather with a uniform light obviously without a light source would be completely pitch black.

01:19.830 --> 01:24.840
So you often end up with quite bland looking textures.

01:24.900 --> 01:31.500
Now that isn't a problem because we're going to make sure that the contrast is going to come from a

01:31.500 --> 01:37.200
light source rather than baking it in to our diffuse map.

01:37.260 --> 01:43.680
We're going to avoid creating detail that would usually be generated by bumps on the surface for instance

01:44.040 --> 01:47.740
which means we're going to avoid painting shadows too.

01:47.880 --> 01:52.610
That also means painting light in if we do that and I've said this word a couple of times.

01:52.620 --> 01:55.480
This is called baking into the image.

01:55.590 --> 01:58.760
And we do have to be careful that we dont do that.

01:58.950 --> 02:06.060
If you go ahead and paint shadows and light into our diffuse map that can be great it can be a great

02:06.120 --> 02:07.310
optimization.

02:07.320 --> 02:14.880
However if you plan on changing the lighting in your scene this can cause some discontinuity with the

02:14.880 --> 02:18.960
scene its in to the point that it looks out right.

02:18.960 --> 02:23.620
Wrong because the shadows wont align with where they should be.

02:23.670 --> 02:30.240
How we can use other types of maps specifically normal maps and displacement maps to control the way

02:30.240 --> 02:33.990
that the lighting happens on the surface of our geometry.

02:33.990 --> 02:36.970
Now we're not going to deal with that at the moment.

02:37.010 --> 02:41.480
However we will touch upon those in a few lectures time.

02:41.710 --> 02:46.850
So now let's go ahead and play with a few snaps and hop on over into blender.

02:47.220 --> 02:52.290
Okay so we're back over in blender and the first thing I'm going to do is go work on a basic model and

02:52.290 --> 02:55.700
the best one here is the wall piece that we've been working on.

02:55.860 --> 03:02.310
Now I want to use the existing texture we've got as a kind of a reference for my block work it means

03:02.310 --> 03:08.850
that we can almost apply it straight away to our model without needing to worry how we've got to make

03:08.850 --> 03:10.400
a few tweaks first.

03:10.830 --> 03:16.170
So one of the first things I've noticed and I'm going to have to change this in all my other files that

03:16.170 --> 03:23.910
I have currently saved is that I am leaving the textures packed into the blend file and that's that

03:23.910 --> 03:28.780
might cause me some problems later on when I think they're not packed and they in fact are.

03:28.890 --> 03:36.330
So in this case I'm going to just go to file and external date I'm going to turn off the automatically

03:36.330 --> 03:40.310
pack into blend and then I'm going to save the file also.

03:40.320 --> 03:46.620
Don't forget that I'm going to unpack this image by clicking on the image.

03:46.650 --> 03:51.060
Head to head at this box with a file in it that shows that it's packed clicked at.

03:51.090 --> 03:52.710
Unpack do that.

03:52.900 --> 03:59.190
And I'm going to use the file in original location and that should be absolutely fine use file and that's

03:59.190 --> 03:59.520
fine.

03:59.520 --> 04:03.260
We can go and check the Properties panel now and make sure it's linked to the right place.

04:03.360 --> 04:06.120
That looks absolutely fine to me.

04:06.120 --> 04:08.940
If I click on it I can see it's linked in the right places.

04:08.940 --> 04:13.160
Not really much space there if I expand that we can see that it is there.

04:13.200 --> 04:15.320
Until I run out of space completely anyway.

04:15.420 --> 04:19.290
So now I've got that before I go and overwrite on this image.

04:19.290 --> 04:24.710
I'm going to have to make sure I save a copy and I'm going to call this one.

04:24.940 --> 04:32.190
Well I don't need it in my section assets so I need that in my texture's folder and I notice here it's

04:32.190 --> 04:32.940
called a tiff.

04:32.940 --> 04:42.540
Now I do prefer PND where possible so I'm going to call this church block work and on the left hand

04:42.540 --> 04:48.810
side I'm going to make sure that I switch the savours image where the operator panel would usually be

04:48.810 --> 04:49.640
over here.

04:49.650 --> 04:54.200
I'm going to save it as a p n gene and do I need any compression.

04:54.420 --> 04:56.140
A PRNG is lossless.

04:56.140 --> 04:59.870
I don't think that's going to make too much difference.

05:00.010 --> 05:05.590
Quite honest colour that I am going to go for 16 however and I'm not sure whether I am gonna include

05:05.590 --> 05:06.980
our 4 channel.

05:06.980 --> 05:11.320
So at this point in time with a warm texture Now I'm not going to include an out for Channel.

05:11.420 --> 05:13.860
Some leave it as R G B.

05:14.080 --> 05:15.630
Kate so that's fine.

05:15.640 --> 05:18.100
I'm going to save as image.

05:18.190 --> 05:19.200
That's great.

05:19.210 --> 05:20.590
Can we pick it up from here yet.

05:20.590 --> 05:26.350
No we can't say I'm going to go ahead and open up the image we've just save because that is important

05:26.450 --> 05:29.440
and I will want to start working on the wrong image.

05:29.440 --> 05:32.390
I'm going to go into texture's church block work.

05:32.410 --> 05:33.230
There we go.

05:33.320 --> 05:37.570
Well of course it will look exactly the same but the name will have changed down here and if we open

05:37.570 --> 05:41.390
up the properties window we can see that ends in works.

05:41.390 --> 05:41.890
There we go.

05:41.890 --> 05:43.780
Church block work work.

05:43.850 --> 05:46.300
Looks like I've typed block in twice.

05:46.300 --> 05:48.280
Never mind I can deal with that later.

05:48.610 --> 05:53.970
Okay so now we have that loaded in we can use it as a base to start working with.

05:54.040 --> 05:59.950
But before we do anything else I just need to make sure that the actual texture is being applied over

05:59.950 --> 06:03.240
in the 3D editor so I can see what happens as I update it.

06:03.310 --> 06:08.380
Something will go down to the materials properties down here and because I've already loaded the church

06:08.380 --> 06:09.540
block work.

06:09.550 --> 06:12.450
I can select it there and that switch that one over.

06:12.560 --> 06:19.900
And of course if I wanted it in the blender render I would also need to first of all not use nodes go

06:19.900 --> 06:24.720
over to my texture's and switch it out down here scroll down.

06:24.820 --> 06:26.030
Currently the cinder block.

06:26.020 --> 06:29.020
We changed that over to the church block block.

06:29.260 --> 06:30.770
I like that name up.

06:30.850 --> 06:31.850
I think I'll keep it.

06:31.980 --> 06:39.820
OK so now that we've done that we can go in and I'm just going to get rid of my 3D view for the moment

06:39.850 --> 06:42.470
and just have a closer look at this.

06:42.520 --> 06:46.850
I can use this to basically paint oversoul I've got a right scale.

06:46.900 --> 06:51.760
I'm happy with my blockwork scale as it is at the moment so essentially this I'm not happy with this

06:51.760 --> 06:52.600
particular texture.

06:52.600 --> 06:57.700
It's a great place holder to make sure that the scale in everything else comes out about right.

06:57.820 --> 06:59.580
Something to open up my tool shelf.

07:00.330 --> 07:06.210
Go into painting mode so I can start doing something now before we do anything else.

07:06.210 --> 07:10.210
This texture that we've got at the moment is a tiled texture.

07:10.500 --> 07:18.450
Okay so we want to make sure that anything we do is also tiled and that is a real help especially if

07:18.450 --> 07:20.280
we're putting lots of these together.

07:20.310 --> 07:28.550
If we produce the image and it's untitled or not tiled we will end up with visible shifts in the texture

07:28.560 --> 07:33.930
as it goes from one piece to another and we want to avoid that where possible because the moment we

07:33.930 --> 07:39.480
introduce that it would look rubbish so we need to make sure they're tyred because we're going to have

07:39.480 --> 07:41.200
them next to each other.

07:41.250 --> 07:49.450
Lots Now over on the tool shelf of a bottom one by default is tiling and if we turn on x and y it means

07:49.450 --> 07:54.310
that if we go off of one side of the image we come straight back onto the other.

07:55.000 --> 08:00.420
Pretty effective and we can also from the top and bottom also do the same.

08:01.180 --> 08:02.350
Pretty powerful.

08:02.380 --> 08:07.120
Now if you want to see what this texture is looking like tiled that can be pretty difficult when it's

08:07.120 --> 08:13.040
just a single image in the Properties window we can actually turn on tiling.

08:13.120 --> 08:18.910
So down here under this splice out and get rid of the game properties under display they've got coordinates

08:18.940 --> 08:19.630
and repeat.

08:19.630 --> 08:23.260
If we put a tick in that box we can see it repeating.

08:23.470 --> 08:28.180
The problem with this is we don't know where the edge of the image is anymore because this is a tile

08:28.180 --> 08:33.820
texture is going to look pretty seamless so we can flick in and out of that to see how it's looking

08:33.820 --> 08:35.410
in general as well.

08:35.710 --> 08:41.830
Now this graffiti that are placed on the wall I'm going to undo for the moment and then I'm going to

08:41.830 --> 08:43.520
close the properties panel.

08:43.840 --> 08:48.470
I actually want it so I dont see the repeat and I can start painting.

08:48.670 --> 08:54.320
Now one of the great things with painting obviously by hand you can get a lot of detail in.

08:54.340 --> 08:59.950
However this is a wall so we may want to it depends on the type of wall you go for if you go in for

08:59.950 --> 09:05.290
a bit more jagged blockwork you probably won't need straight lines but if you do want straight straight

09:05.410 --> 09:09.790
lines you're going to have to select a different paint stroke.

09:09.790 --> 09:12.630
So we go down in the tool shelf itself.

09:12.820 --> 09:15.480
We can see paint stroke if we open that up.

09:15.550 --> 09:21.910
We've got a stroke method and dropping down here we've got a series of options now the common ones that

09:21.940 --> 09:27.980
I would use are space occasionally dots and definitely line.

09:28.060 --> 09:32.790
The great thing about line is we can click and drag and we get a reasonably straight line.

09:32.890 --> 09:37.870
The reason why it's bumped up over the top there and down here is because when we went from one side

09:37.870 --> 09:43.080
to the other we actually went on to the other part of the image as you can see as I went down here.

09:43.210 --> 09:48.330
I went onto the top of the next bit which would have been down here or indeed in this corner down here.

09:48.490 --> 09:52.520
So that can be quite confusing at first when you're working with a tiled image.

09:52.600 --> 09:58.270
But now when we put all of these bits together they will be seamless which is very powerful.

09:58.420 --> 10:02.020
Let's just turn the repeat on and we can see that it is pretty seamless.

10:02.020 --> 10:07.840
Now depending on how much detail you've got and how often it's repeated you kind of get that look and

10:07.840 --> 10:11.840
feel especially from a distance that it is a repeated texture over and over.

10:11.920 --> 10:16.060
The big ones here are these darker textures as we have a look at it.

10:16.060 --> 10:20.750
We can see the repeating two blocks here here here here here etc..

10:20.860 --> 10:22.660
And that really does stand out on my model.

10:22.660 --> 10:28.720
So what I'm going to try and do is make sure that's essentially my brick work is a little more bland

10:29.050 --> 10:30.010
than this one.

10:30.010 --> 10:34.310
And then it sounds an odd thing to do but it's going to make it a bit more uniform the shapes.

10:34.310 --> 10:40.480
However I can make a bit differently and make it a bit more exciting than the squares I think I'm going

10:40.480 --> 10:46.410
to go for a more of an authentic kind of stone type look but I'm going to paint it and see what effects

10:46.420 --> 10:47.290
I can do.

10:47.650 --> 10:51.710
And of course with that I've got a challenge for you guys.

10:51.940 --> 10:55.270
I would like you to paint they basic tile texture.

10:55.270 --> 11:01.800
So start with the wall as it is the simplest piece that we have hand paint a new texture.

11:01.810 --> 11:07.770
Now you can use the a reference image that we've got underneath and base based upon that.

11:07.870 --> 11:13.330
Or of course you can do any other type of texture that you would like but still have that reference

11:13.330 --> 11:18.610
image underneath because if we align it with that then we know it's going to work across our model without

11:18.610 --> 11:22.060
scaling or manipulating our current TV maps.

11:22.060 --> 11:28.570
If you do do something that's that much different you may have to adjust your you v map or create a

11:28.570 --> 11:31.700
new one to match up with your texture.

11:31.750 --> 11:37.690
Do make sure that the texture is tiled and avoid baking in highlights or shadows.

11:37.690 --> 11:40.560
That is important will deal with those later on.

11:40.780 --> 11:43.560
So Boser video now and give that a go.

11:45.820 --> 11:46.450
Okay guys.

11:46.450 --> 11:47.370
Welcome back.

11:47.560 --> 11:51.970
Let's hop back on over into blender and paint a basic tile texture.

11:52.390 --> 11:56.560
Okay so in front of us we have the wall textures.

11:56.560 --> 11:57.950
I'm going to base upon.

11:58.120 --> 12:02.420
I'm just going to see here if I can undo some of those changes brilliant I can.

12:02.470 --> 12:07.170
Now I'm going to go for a slightly different colour going over the top of all this.

12:07.180 --> 12:09.960
First of all I'm just going to block out my lines.

12:09.970 --> 12:16.000
So I'm I've got tiling turned on got a line on there and if we move the cursor over I'm going to use

12:16.000 --> 12:20.430
a mixture of my cursor and my iPad in front of me here.

12:20.470 --> 12:24.610
Now we can see that that is just too big for a line that's going to look ridiculous.

12:24.610 --> 12:30.720
I also need to turn up the strength initially otherwise is going to not do the job.

12:30.850 --> 12:34.450
So I don't know quite how wide are my radius needs to be.

12:34.450 --> 12:40.150
So let's go ahead and work it down to two and see what it's going to be about five.

12:40.150 --> 12:45.120
By the looks of things and that could increase the strength undo those other ones that have just bought

12:45.150 --> 12:46.450
on for testing.

12:46.450 --> 12:50.040
And I'm going to actually use my mouse for this one.

12:50.480 --> 12:51.760
Yeah that's absolutely fine.

12:51.760 --> 12:59.290
So at the moment this is quite a fun task as you can probably see this drawing lines across the screen.

12:59.310 --> 13:02.350
I'm going to go too far because if I get that wrong it will look horrible.

13:02.350 --> 13:04.370
The other side as well.

13:04.660 --> 13:06.900
So let's just make sure it's time.

13:06.920 --> 13:09.240
But it's also lined up.

13:10.330 --> 13:13.750
If we can avoid putting bumps on the side that be great.

13:13.780 --> 13:22.670
Okay so what you do need to be careful is the very edge is very very easy to forget about the edges

13:22.690 --> 13:24.450
like the top edge and the bottom edge.

13:24.490 --> 13:28.000
Otherwise you end up with mega blocks without a line under them.

13:28.000 --> 13:32.710
So I'm going to going to put a line there and you can see that would get a faint one on the bottom as

13:32.710 --> 13:32.960
well.

13:33.100 --> 13:35.300
And the same is true of these vertical lines.

13:35.320 --> 13:39.820
So I'm going to paint these vertical lines and I'll see you back guys back in a few moments.

13:43.200 --> 13:43.730
Okay.

13:43.740 --> 13:45.810
So I think I'm pretty happy with that.

13:45.810 --> 13:50.580
Of course I'm going to quickly hop out and going to repeat and just make sure that's repeating quite

13:50.580 --> 13:51.080
well.

13:51.270 --> 13:51.660
Okay.

13:51.660 --> 13:57.210
I'm happy with that but so I'm going to come out of there and what I'm going to do now is I'm going

13:57.210 --> 14:05.490
to lower the strength to or about there I think I add a little palette and I'm going to call it stone

14:05.490 --> 14:10.990
work for the moment because that is essentially what it is going to be.

14:11.430 --> 14:13.020
So we've got a stonework there.

14:13.050 --> 14:14.930
And now let's go in.

14:14.990 --> 14:20.640
Or I don't know a kind of creamy colour that I quite like that creamy colour I don't have a reference

14:20.670 --> 14:26.220
image on me at the moment to have a look at but I'm going to stick with that for the moment and if I

14:26.220 --> 14:30.040
say for the moment once more you can highlight that for me now.

14:30.120 --> 14:36.060
Is that going to be enough for some of the increase the Phil threshold to one.

14:37.680 --> 14:41.480
Oh no no no no no need to be less than 1.

14:41.580 --> 14:42.800
Go ahead and try that again.

14:42.990 --> 14:44.880
That looks pretty good to me.

14:44.880 --> 14:47.260
That's getting most of the detail.

14:47.280 --> 14:48.880
I want in a.

14:48.900 --> 14:54.930
That's a I don't know what's going on here why won't accept input on there.

14:55.200 --> 14:55.910
It's quite odd.

14:55.920 --> 14:57.170
I can go in and paint it.

14:57.180 --> 14:59.070
That's not a problem at all.

14:59.070 --> 15:06.000
Of course this pixel size is quite small so I'm going to increase it now and keep the strength low and

15:06.000 --> 15:07.920
going to make sure accumulate is turned off.

15:08.020 --> 15:09.090
I want it to build up.

15:09.270 --> 15:10.860
And what size of that brush.

15:10.860 --> 15:11.810
That's pretty big.

15:11.850 --> 15:22.000
I want to go over the image now and make the whole thing just a little bit faded.

15:22.110 --> 15:23.470
I've got it online now.

15:23.490 --> 15:26.520
Oh silly me I completely forgot I had it online.

15:26.520 --> 15:30.390
That's why I wasn't moving this cursor around like a lonely search.

15:30.420 --> 15:33.890
Of course you do need to change your brushstrokes I'm going to go back to space.

15:33.900 --> 15:42.720
Now I should be able to go over the image and calls it these heavy lines to be a bit more faded and

15:42.780 --> 15:48.320
now it's going to hit the F key and make this a bit smaller and do this area in here as well.

15:48.330 --> 15:51.450
Okay so that gives me a rough idea of the guide.

15:51.450 --> 15:58.710
I'm probably going to go over a couple more times and get this looking a bit better.

15:58.710 --> 16:04.350
I'm not not going to go for the square fair I'm just going to use those as a basis and I will see you

16:04.350 --> 16:06.770
guys back in a few moments.

16:09.270 --> 16:17.460
But before I go what I will do here is I'm going to go into the colour picker and go and grab this mortal

16:17.460 --> 16:17.720
line.

16:17.720 --> 16:21.320
I like the colour of that and I'm going to add that is ever so slightly different.

16:21.390 --> 16:27.210
But it will allow me to add the mortar kind of colour that I want into the model when necessary.

16:27.260 --> 16:30.230
I see you guys back again in a few moments.

16:35.430 --> 16:40.480
So I've done a bit of painting now and I just want to see how this texture is actually looking.

16:40.830 --> 16:47.730
I've done the majority of the base sort of laraque and continue adding detail to this with the undulations

16:47.730 --> 16:49.370
of the brickwork for instance.

16:49.380 --> 16:51.450
But that's a good start for us.

16:51.450 --> 16:56.070
Now I'm not using notes I'm guessing that's why I can't see my blockwork.

16:56.340 --> 16:57.180
And there we go.

16:57.180 --> 17:00.120
That is starting to look pretty good.

17:00.120 --> 17:03.900
I think that's much better than the one we had but to begin with.

17:03.940 --> 17:09.540
I'm not happy with some of the lines look a bit wobbly I'm not sure where that one is and I don't like

17:09.540 --> 17:15.330
this one here so there's a few improvements that we can be done but that is coming along reasonably

17:15.330 --> 17:24.780
well and is looking much more church like I suppose rather than knees or breeze block that we had before.

17:24.780 --> 17:26.160
How are you guys getting on.

17:26.160 --> 17:31.410
I hope you spent some time adding a bit more detail than I've got time for here.

17:31.590 --> 17:34.500
Remember to share your brick work what have you come up with.

17:34.500 --> 17:38.810
Have you gone full all of this creamy colour have you gone for a completely different style of block.

17:38.910 --> 17:42.610
Have you gone for different shaped blocks more like some.

17:42.610 --> 17:48.510
I can't think of like stone work where large stones are small stones or put together.

17:48.510 --> 17:53.790
I'd love to see your results please post them in the discussions and I will see you guys in the next

17:53.790 --> 17:54.450
lecture.
