WEBVTT

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Welcome to texture.

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Painting in the viewport in this video.

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You create a hand painted texture directly onto your model and will be creating a diffused map from

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scratch.

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Of course we can create other maps as well but we'll leave that until later Ron.

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So let's hop straight on over in a blender.

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Okay so we're back over in blender on the default blend file.

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I'm going to go ahead and we're going to play with this painting on something a bit more exciting than

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the cube so someone go get rid of that cube and in a mesh that is Suzanne the monkey.

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Now I'm going to add a bit more detail on Suzanne so I'm going to go to the modifiers tab open the properties

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window add a subdivision surface modifier at level 2 and then click apply.

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So we've got some extra geometry now to work with and turn on smooth shading So it is nice and smooth.

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And I want to paint it.

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Now usually what we would do is we'd create an unwrap of our model and then create an image to paint

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on.

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But there is an alternative way to do that and we'll go ahead and do that now.

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So what we can do is we can go into paint mode on 3D Ed So here we go.

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We've got textured panes at the very top.

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But go ahead and click on that.

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It won't do anything for the moment I'll just go there's bright white colour on the tool shelf itself

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we can see that we can add simple uv's so got to go ahead and click that and then we can add a paint

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slot.

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Wow okay that's incredibly powerful.

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So I'm going to go down here and pick diffuse colour and this will add a texture slot straightaway I'm

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going to call this monkey bass because it's going to be the bass killer for our monkey.

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Now that we've done that we can literally grab our brush and start painting straightaway on Suzanne

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the monkey.

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And that is as you can see incredibly powerful allows us to paint over our entire model regardless of

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where the U.S. unwrap has decided to play scenes.

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So that has it's a huge amount of benefits.

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Now of course if we decide that we want to paint on the image itself we can do that.

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I'm just going to open up a another window here of a frame and go into the u.b. image editor.

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Now it doesn't seem like there's anything there at the moment we do need to select the image itself

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and there we go we've got monkey base to see that's where we've drawn over.

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Now of course if I wanted to paint the whole thing a base colour I would say we actually do over in

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the UV image rather than on the monkey because as you can probably see already as we're painting it

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it literally just is the bit that's facing us.

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Anything that's not facing us stays unpainted whereas in the U.S. image ever we can pay everything very

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quickly so I can change TV image editor to paint mode.

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And I think I can just start painting Yes I'm just going to turn my brush strength up and unlit shirt

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and go over the entire thing very quickly or indeed I can apply the entire colour to be image of I want

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to.

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But there we go back no time at all.

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We've managed to paint the whole of Suzanne white lunch to minimize that's backed down so I just got

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an idea of.

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Incidentally have a look at the movie unwrap there that's a relatively clean unwrap in terms of I can

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see all of the details.

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What I can't see of course is how they all joined together I think that's probably the top of the head.

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That's the bit around me.

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Eyes may be I don't know.

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There's there's lots of distortion happening here where I can't follow v.v. Map.

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Now following the V map is only really important if you're going to be painting onto it rather than

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painting on the model itself.

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So there's pros and cons to working both ways.

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Incidentally if we wanted to paint a pupil in here there's a couple of ways that we could do that so

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we use a pupil as an example swap it around to a black colour come to here.

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I've got to make sure my brushes right roughly the right size and click a couple of times.

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And there we go we've generated a pupil.

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Now another way we could do that with a bit more control is to turn on in the textured paint mode.

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We can turn on face selection masking when we click that we can actually go in and right click and we

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see that the display is changed ever so slightly we can right click a certain amount of faces.

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We can also select the faces whilst we're in edit mode as well.

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So I'm going to expand my selection here by going to select and select more or less and we can see the

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short cut there is control a number pad plus or control number pad minus to actually select more and

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we can see that expands the selection.

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So let's try that again controller a plus.

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And that's that's it.

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That's all I'm going to do now then hop back in to texture paint.

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And I can literally now whiz over it and it's masked off from the rest of our image.

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So two different effects there see one soft and one's got this sharp edge around where the faces are.

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But you can see how incredibly powerful that is.

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Now of course we can use this to not only paint the diffuse smap so but to also paint a black and white

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image as to where things are specular and where things are not.

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Now of course you'll have to play with the images and set up a node system to do that.

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But I think that's a good challenge for you.

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Nice.

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Okay so I'd like you to go ahead and paint on Suzanne.

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So you will need to create a new image and apply that image to the model and various ways of doing that.

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Do whichever way is easiest for yourself and remember you're probably going to be painting a value if

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you're controlling something like a Closs shader.

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So ultimately what I'd like you to do here is paint on Suzanne to define another shader So perhaps make

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her eyes glossy or perhaps make another part of her glossy or even made of glass.

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You know there's lots of options that you could do you can pick a shader of your choice.

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I'm going to probably use the gloss shader.

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So go ahead a video now and give it a go.

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Okay guys.

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Welcome back.

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Let's go paint a controlled texture so we control another shader forces out.

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Okay so I have saved my file there now I'm going to add a bit more detail to this before I rush ahead

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and do anything else simply because it's not going to show up too well if I don't there's going to be

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really rough and ready and we're going to need at an a Brownie colour for Suzanne it doesn't have to

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be quite that.

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There we go.

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I like that one.

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Winner wrap up the brush size here and quickly go over.

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Make it all one colour.

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Looking good.

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Okay.

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Now we just need to do the eyes.

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So I'm going to go in to edit mode here.

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And I'm gone just select everything that's to do with the now because the eye is actually a separate

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mesh.

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I can hit the L key and it selects everything that's linked and I'm going to hold down Shift and hover

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the cursor over the next.

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And also press l is that kind of work for me.

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No just press L again.

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Okay.

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So now that we've got these two areas selected are going to hop back in so textured paint switch around

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to the white and just colour in those eyes.

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Now of course over on this side I can just have a very quick look.

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Oh wow look it's actually separated out the eyes in two.

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Wow.

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Several areas you can see here how this isn't perhaps the best way of making sure you've got colour

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all over the place because you do have to move around a model lots and there may be times when that's

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not.

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I'm not actually doing that entire model that you want.

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Now I have done that.

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I'm going to change that colour to black.

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Let's make this window a bit larger and make this a tiny bit smaller so we can go in and add a rough

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pupil obviously that's not the best people in the world but there we go.

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In fact I could have added an iris in there as well but I'm not going to leave it kind of cartoony like

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that.

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So the next thing that I'm going to do is go ahead and make a nother image.

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Well first of all let's see and make sure this one saved some monkey base we got a star next image so

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it's not safe.

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Let's go to savours image.

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And I've already obviously been through here and I've called it monkey base.

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I need another image called Monkey gloss something to go ahead and create that new image.

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Call it monkey gloss and then you can use a shader of your own whatever you want.

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And of course now we need to make sure that that is what we're painting on.

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So I'm going to go into oh go see rendered mode.

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What's that looking like.

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And I don't think that's applied there so we're going to have to go over to the Textus tab.

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I'm going to switch to textured mode here so we can see what's going on.

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We're going to text the tab here and swap over monkey base or image texture here.

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And that's what this over to monkey gloss.

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And then we're painting on the gloss now because this is a Blackey calls no gloss and a white equals

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full gloss.

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The eyes are still selected So this is a great time where I can paint white.

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Now this is a good question here whether I go fully white which you say 100 percent gloss when we use

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the shaver or at 50 percent.

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Now I want a bit more control so I'm going to use a maths node in a moment to control how much is applied.

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But I'm just going to say where it's white.

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I just wanted glossy and I'll control the amount of CLOs later on.

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So just go around here.

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There we go.

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So the eyes now have 100 percent on them so we just need to make sure that we've saved that image as

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well.

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That is important.

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If I close down a blender or it crashes at this point and those aren't saved that will cause me some

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issues.

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So now that I have these areas defined it's time to open up a node editor.

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And I'm going to hop over into rended mode here so I can see what's going on underneath.

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As always.

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I'm going to make my scene a little brighter with a lamp in the scene at the moment.

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And they use a sun lamp here.

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I'm just going to rotate it round so the face is illuminated so you can see what's going on.

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That's pretty good.

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And I'm just going to move round here so I can see our model as well.

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Okay.

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That is good enough.

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Enough of me faffing about here.

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So I need to go into the node edit now and just control how that's looking.

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So this is what the material looks like at the moment.

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Have we got our material applied yessing on to make this a monkey material and we can see that that's

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what we're working on.

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So the first thing we need to do is make sure we've got the two textures loaded in someone to duplicate

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the image texture node.

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So we're going to have the monkey gloss and the monkey base of the top one I'm going to have the gloss

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and the bottom one.

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I'm going to have as the base the top one being a control texture.

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It's not a colour it's not colour data.

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Now those at the moment do not have any coordinates.

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We've not told blender how to apply those.

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We've got a U V map unwrap and that's what we've been painting with.

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So I suggest we use that's going to go ahead and add an input of texture coordinate and I'm going to

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go ahead here and take the U V output into the vector input so that defines how the image is mapped.

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Now we're going to need to shaders here at these few shader.

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And a gloss shade some going to go ahead and add in a gloss shader so shader loss.

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There we go.

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Glossy and I'm going to have to mix these two together so shader mix mix mix mix we go.

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It's going to add those in.

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Now I'm not sure which order I'm going to put them in at the moment but let use the colour to define

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the factor of the kloss shader bass.

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So in a plug the colour in.

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Let's see how that comes out.

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Okay that's actually the right way round.

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In this particular case because we can see that the eye has gone glossy.

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So let's change the colour output of the image itself the brown and the black.

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There we go there.

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So that's all very well and good but what is not happening here is this is just gone 100 percent glossy

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which isn't necessarily what I want to do I want to control the amount of gloss.

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So what we can do here is a mathematical operation and I'm going to multiply the colour out by a value

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less than 1 so if I multiplied it by half it probably.

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This allows us to control how much of a grey scale we're using there.

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There are several other ways we could do that as well.

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I'm going to try putting in a maths maths maths that will be under converter maths soon a pop that in

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and we're not adding things together.

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We are let's go down here multiplying we could divide I suppose a well.

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Now if we changed this value here we can see that it's going between 100 percent obviously one a half

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will make it's actually shine through.

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The other thing we can do here of course is plug in the colour into the colour of wood gloss as well

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to help it come across.

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Now I've got control over how shiny The eye is.

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The base colours obviously controlling the rest of it.

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Now what else can we do here where we can change that to glass on it's going to change that now and

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see what that looks like and with a move that out add a new shader in here in glass because and behind

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I is kind of like a glass isn't it.

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So let's pop that in and see how that comes across.

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And what that doesn't come across quite as well as I was expecting someone to remove that again and

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go back in and add in another shader that's go in and put the gorcey one back.

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Pluck the colorin.

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So there we go.

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So now we can control the amount of glossiness is applied to the.

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Itself with the base colour coming across there and that is looking pretty good.

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Now imagine the applications for all of this and there's no structure of course can get as complicated

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or as simple as you'd like it to.

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I think that looks pretty good and we've been able to control this gloss with some degree of accuracy.

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How do you guys get on.

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Did you decide to paint some other bits on Suzanne and change how they look as well.

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Did you choose some different materials and different shade types.

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Please share in the discussions and I'll see you guys in the next lecture.
