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Add transcription for: FlatPackFX_AnimationMasterCourse_DownloadPirate.com/Flat Pack FX - Animation Master Course/Animation Master Course Material/Animation Master Course Material/Graphics/Texture.jpg

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- "text": " So looking at this now what would make this even better is if on the ground we have the rain splashes and we have the water splashes But we want to also add some ripples to the watering some of the places where there might be puddles or might be flat surfaces Where the raindrops falling we also want that kind of ripple effect that we could have on the ground and so to do that What we'll have to do is we'll have to Partake in this is going to probably be the most tech heavy particle we're going to make for this but it's relatively simple and straightforward and only requires a few steps. So in order to start that, I'm going to go first into ZBrush. Now you can do this in Maya and you in a pinch can do this in Photoshop or Substance Designer. But what we really need to do here is we just need to render a specific type of shape so we can grab both the normal map from it and the falloff or depth from it. And explaining a little bit further, what I'm going to do is I'm going to first make make a document and just make it a 1024 by 1024. Just resize that real quick. And then I'm gonna go into document and I'm going to go to this zoom panel and just zoom out by just clicking and dragging a little bit. So we have the full space here. And then all I'm going to do is I'm going to go to one of the primitive shapes here and I'm going to select the cone shape. I'm just going to click and drag this in the space here. And then before I hit make poly mesh through D, I want to go down to this initialized tab and I want to take out some of these facets and really crank up the resolution. So I'm going to go here and I'm just going to scroll until I don't really see the facets really at all anymore. So I've really divided this all the way up, maxed it out, and now I'm going to hit Polymash 3D. So I have this very smooth cone shape that you can see right here. And now what I want to do is I want to snap this so it's facing dead on to the screen. So holding shift and snap. And now we see that this cone has a center point and then the radius around it that's facing completely perpendicular to the screen there. So now what I wanna do is I want to just bring up the transform cursor and I wanna just control, click and drag a couple of these around the screen and then just kinda scoot the size a little bit and just kinda randomly arrange them Something like this. What I do not want is I don't want them to intersect like this, and I also don't want them to go off the edge of the document. So I want to avoid those two things. And so I just want to populate a couple of these right here. Then I might do one more right here. There might actually be one too many. I'm actually gonna, another thing I'm gonna do is I'm gonna just clear the mask. I'm gonna go to Poly groups, auto groups, and then I can control click, and then I can just hit anyone that I want here. And I'm just going to get sort of a nice random assignment of these different, so these are essentially going to be where our raindrops fall on the sprite once we spawn it. So something kind of simple like this. And so again, none of them are touching and none of them are touching the edges of the document here. So what I wanna do is I just wanna click and select this normal map material here. And then I wanna go to render, go under render properties. Wanna click off shadows. And then I just wanna hit this PBR tab right here. And then you'll see nothing really changed but what was done here is I'm gonna go down to render passes. And we're gonna find both the shaded pass and the depth pass. And we need both of these. We're not gonna worry too much about the mask pass because this will take care of the data that we're gonna need once we get this into the material. So I'm gonna just click the shaded one, then export that really quick. Just hit okay. Then we're going to also do this for the depth pass. And these, of course, need to be the exact same texture. So if you move the camera or anything like that, you'll just need to re-render again in that export to make sure you get both the normal map and the depth map are one and the same. And so really quick here, I'm just going to go into Photoshop and just open those. So the PBR underscore render and the PBR underscore depth. For this one here, I'm just going to double click to unlock the layer. I'm going to select the magic wand tool and just get rid of that black. I'm going to create a blank layer and just go to RGB and I'm going to do the default normal value, which is 128 in red, 128 in green, and then slide all the way over to 255 in blue. I'm just going to paint bucket this layer on top. And so then you see the nice blank normal value there. Just going to scoot this level or layer under this one. And then I'm just going to go to overlay. And I'll get rid of those weird greenish yellowish values there. And so I'm just going to save this now as a target as water ripple 01 underscore for NM, normal map. Save it as a 24-bit. For this depth pass, we'll have to do a couple little modifications. So I'm just going to go to Mod or Mode, sorry, and put this at 8 bits instead of 16 bits. And then I'm gonna go back to Mode and I'm gonna set this to RGB color instead of grayscale. And then I can see that this one, for whatever reason, is not as blurry as these right here. So really quick, I'm just going to duplicate this going to duplicate this layer. I'm going to select these passes that have a little bit less of a blurry edge to them. And then I'm just gonna do a little bit of a Gaussian blur, just a tiny bit to just break up that edge there. So something like that. And so you can see what's pretty important with creating this texture is that when we look at these, you can see that there's a nice pinpoint center with the highest value. And then it slowly fades out in this really nice, blurred way to a darker and darker value from the center. So this is very important. You want it to look something like this. So it's a high intensity pinpoint center. And then it slowly gradually fades to a darker value as it goes out. So now I'm just gonna save this as a target. Just gonna call this water ripple 01. Thank you.",
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- "text": " So looking at this now what would make this even better is if on the ground we have the rain splashes and we have the water splashes But we want to also add some ripples to the watering some of the places where there might be puddles or might be flat surfaces Where the raindrops falling we also want that kind of ripple effect that we could have on the ground and so to do that What we'll have to do is we'll have to Partake in this is going to probably be the most tech heavy particle we're going to make for this but it's relatively simple and straightforward and only requires a few steps. So in order to start that, I'm going to go first into ZBrush. Now you can do this in Maya and you in a pinch can do this in Photoshop or Substance Designer. But what we really need to do here is we just need to render a specific type of shape so we can grab both the normal map from it and the falloff or depth from it. And explaining a little bit further, what I'm going to do is I'm going to first make make a document and just make it a 1024 by 1024. Just resize that real quick. And then I'm gonna go into document and I'm going to go to this zoom panel and just zoom out by just clicking and dragging a little bit. So we have the full space here. And then all I'm going to do is I'm going to go to one of the primitive shapes here and I'm going to select the cone shape. I'm just going to click and drag this in the space here. And then before I hit make poly mesh through D, I want to go down to this initialized tab and I want to take out some of these facets and really crank up the resolution. So I'm going to go here and I'm just going to scroll until I don't really see the facets really at all anymore. So I've really divided this all the way up, maxed it out, and now I'm going to hit Polymash 3D. So I have this very smooth cone shape that you can see right here. And now what I want to do is I want to snap this so it's facing dead on to the screen. So holding shift and snap. And now we see that this cone has a center point and then the radius around it that's facing completely perpendicular to the screen there. So now what I wanna do is I want to just bring up the transform cursor and I wanna just control, click and drag a couple of these around the screen and then just kinda scoot the size a little bit and just kinda randomly arrange them Something like this. What I do not want is I don't want them to intersect like this, and I also don't want them to go off the edge of the document. So I want to avoid those two things. And so I just want to populate a couple of these right here. Then I might do one more right here. There might actually be one too many. I'm actually gonna, another thing I'm gonna do is I'm gonna just clear the mask. I'm gonna go to Poly groups, auto groups, and then I can control click, and then I can just hit anyone that I want here. And I'm just going to get sort of a nice random assignment of these different, so these are essentially going to be where our raindrops fall on the sprite once we spawn it. So something kind of simple like this. And so again, none of them are touching and none of them are touching the edges of the document here. So what I wanna do is I just wanna click and select this normal map material here. And then I wanna go to render, go under render properties. Wanna click off shadows. And then I just wanna hit this PBR tab right here. And then you'll see nothing really changed but what was done here is I'm gonna go down to render passes. And we're gonna find both the shaded pass and the depth pass. And we need both of these. We're not gonna worry too much about the mask pass because this will take care of the data that we're gonna need once we get this into the material. So I'm gonna just click the shaded one, then export that really quick. Just hit okay. Then we're going to also do this for the depth pass. And these, of course, need to be the exact same texture. So if you move the camera or anything like that, you'll just need to re-render again in that export to make sure you get both the normal map and the depth map are one and the same. And so really quick here, I'm just going to go into Photoshop and just open those. So the PBR underscore render and the PBR underscore depth. For this one here, I'm just going to double click to unlock the layer. I'm going to select the magic wand tool and just get rid of that black. I'm going to create a blank layer and just go to RGB and I'm going to do the default normal value, which is 128 in red, 128 in green, and then slide all the way over to 255 in blue. I'm just going to paint bucket this layer on top. And so then you see the nice blank normal value there. Just going to scoot this level or layer under this one. And then I'm just going to go to overlay. And I'll get rid of those weird greenish yellowish values there. And so I'm just going to save this now as a target as water ripple 01 underscore for NM, normal map. Save it as a 24-bit. For this depth pass, we'll have to do a couple little modifications. So I'm just going to go to Mod or Mode, sorry, and put this at 8 bits instead of 16 bits. And then I'm gonna go back to Mode and I'm gonna set this to RGB color instead of grayscale. And then I can see that this one, for whatever reason, is not as blurry as these right here. So really quick, I'm just going to duplicate this going to duplicate this layer. I'm going to select these passes that have a little bit less of a blurry edge to them. And then I'm just gonna do a little bit of a Gaussian blur, just a tiny bit to just break up that edge there. So something like that. And so you can see what's pretty important with creating this texture is that when we look at these, you can see that there's a nice pinpoint center with the highest value. And then it slowly fades out in this really nice, blurred way to a darker and darker value from the center. So this is very important. You want it to look something like this. So it's a high intensity pinpoint center. And then it slowly gradually fades to a darker value as it goes out. So now I'm just gonna save this as a target. Just gonna call this water ripple 01. Thank you."
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+ "text": " So I want to assign a material to this particle effect just so it's no longer these crosshair pieces here. So what I'm going to do is I'm going to jump into ZBrush here and create a very simple render of a raindrop kind of material that we can put onto here. So instead of just having it as a simple sprite or simple dot that falls, which would definitely suffice because these are falling pretty fast, but I want to do a little bit more detail that we could do. Plus, we want to have have another effect that we could possibly have on the branches here where it could create beads of dew or something like that. So really quick, I'm going to go here into ZBrush. And you can use this in any texturing program. You can make this in Substance Designer. You can make this in Photoshop, whatever you're comfortable with. But I'm going to go into ZBrush just because this is a workflow that I like to have. And for general principle for these courses, I like to use as little software as possible just so it doesn't get overwhelming with the sense of how many softwares you need to jump around on. So I just selected a sphere here from the primitives. I'm going to do make poly mesh 3d and I'm going to select the going to go through some of these materials here and see which one would fit the water drop effect well. So I'm going through the cell shaded ones here And I know there's one here that I think would work fairly well that I want to use. So our foil might be nice. Let me see here. There's frame mode too, which could be nice too. And there's outline as well. And there is a droplet, which could work. And I can also adjust the light up here under the light tab. And if I hit PBR render here, you can see we're getting an interesting take that we could use as a water drop effect. And let me see here on some of the other effects that we have here. This could actually work pretty well. I'm going to actually increase that a little bit so we get rid of those facets there. I'm actually going to do a sketch gummy here and see if that's going to get a general effect that we would want to have. And I'm going to go into the document tab here and just get a 1024, or actually just do a 512 by 512 texture because it's a pretty small effect that we're going to be having here. So I'm just going to do a 512 down the resolution here. I turned off constraint proportions and I just put 512 in the width and height. I'm going to hit resize. I'm going to click yes. I'm going to hit control N. I'm just going to draw this really quick here. And then I'm going to draw that sphere again. I'm just going to hit frame and then scale down just a little bit, just so it's not hugging the edges so intensely. I'm going to hit PBR. I'm actually going to go under Render Properties. I'm going to turn off Shadows because we don't want shadows for this. I'm going to hit PBR again. And then under Render Pass, I'm going to select shaded. And then under here I'm going to just save this as a water drop texture. For now I'm going to just do this as PBR render just because it's an easy sort of temp file. I'm going to bring into Photoshop and I will go ahead and save it as a simple raindrop PBR texture. Or sorry, a raindrop diffuse map that we're going to plug into the material. So really quick here, I'm just gonna navigate to that texture that we just created. And again, you could just make this by scratching Photoshop or per create any way you wanna make your textures or draw your textures. It is totally fine, whichever way you wanna go about it. So here in Photoshop, what I'm going to do with this image that I just created in ZBrush, And I'm gonna show two ways to do this. I'm going to show you, you can create this in ZBrush and then also just do some trickery in Photoshop so we can get the textures we need for creating these water effects for this lesson. I'm going to go to the levels and I'm just going to crush the blacks until I get something like this. So you have sort of a Fresnel effect around the edge of the water drop here. And I'm going to just kind of play around with the levels until I get something kind of like this So we have a sort of faded effect of the Fresnel of the water drop and then this highlight, which technically we are faking the highlight. It's not coming through the roughness with the way that we're doing this. It's going to come through with the emissive color as we plug it into the particle effect. But for something like raindrops that is falling so fast, having to depend on the render power or, sorry, depend on the render passes in UE4. I like to kinda boost it or cheat it a little bit where we can sort of fake the effect of the shimmer of the water drops. So with this, I'm going to click okay. I'm going to go to adjustments, desaturate, so we take away the color. And then we can go ahead and save this as a target here. I'm going to call this Water Drop 01. This is going to do 24 bits because we're just going to pull from the red channel here. You can see the red, green, and blue because it's black and white, they're all the same. That is a good thing to keep in mind for your textures is we want, if they are in black and white, your red, green, and blue channels are going to be all the same. So you can put whatever different channels you have in here, or you can pull from whatever channel when you're going through the material editor. Another way to do this, if you don't want to use the brush, I'm just going to do a 512 by 512 new document. I'm just going to fill this with black. I'm just going to go to the Select here and do the ellipsing marquee. I'm going to hold down Shift. Just draw a sphere here. I'm going to move this until it's in the center here. I'm not sure why it's carbon out of chunk there, but I'm going to go ahead and within this selection here, I'm going to make it white. I'm going to do control shift to I, and I'm just going to paint in the black in the background, turning up the opacity to 84. Just a basic sphere here that you can see. What I'm going to do now is I'm going to double click, actually to back up here, I'm going to take the Magic Wand, select the white at the center here, I'm going to Ctrl C and Ctrl V, then I'm going to create another layer, just make it totally black. I'm going to delete this one here. So on this layer in Photoshop, I have the white circle, and down under here I have the black background. So I'm going to double click on the white circle layer. I'm going to do a inner glow. I'm going to make this black. I'm going to make this normal. I'm going to go from center for the source. I'm going to increase the size here. And so you can see we're getting the same effect here. I'm going to just increase the opacity. We have a nice effect here that is creating this sort of soft falloff going from the edge of the water drop here. Then I'm just going to create another layer, create a softer brush, and then just do a lighter value just to do a simple highlight, wherever you want your highlight to be on this water drop here. So something like that. And that's how you can create this texture in Photoshop.",
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+ "text": " So I want to assign a material to this particle effect just so it's no longer these crosshair pieces here. So what I'm going to do is I'm going to jump into ZBrush here and create a very simple render of a raindrop kind of material that we can put onto here. So instead of just having it as a simple sprite or simple dot that falls, which would definitely suffice because these are falling pretty fast, but I want to do a little bit more detail that we could do. Plus, we want to have have another effect that we could possibly have on the branches here where it could create beads of dew or something like that. So really quick, I'm going to go here into ZBrush. And you can use this in any texturing program. You can make this in Substance Designer. You can make this in Photoshop, whatever you're comfortable with. But I'm going to go into ZBrush just because this is a workflow that I like to have. And for general principle for these courses, I like to use as little software as possible just so it doesn't get overwhelming with the sense of how many softwares you need to jump around on. So I just selected a sphere here from the primitives. I'm going to do make poly mesh 3d and I'm going to select the going to go through some of these materials here and see which one would fit the water drop effect well. So I'm going through the cell shaded ones here And I know there's one here that I think would work fairly well that I want to use. So our foil might be nice. Let me see here. There's frame mode too, which could be nice too. And there's outline as well. And there is a droplet, which could work. And I can also adjust the light up here under the light tab. And if I hit PBR render here, you can see we're getting an interesting take that we could use as a water drop effect. And let me see here on some of the other effects that we have here. This could actually work pretty well. I'm going to actually increase that a little bit so we get rid of those facets there. I'm actually going to do a sketch gummy here and see if that's going to get a general effect that we would want to have. And I'm going to go into the document tab here and just get a 1024, or actually just do a 512 by 512 texture because it's a pretty small effect that we're going to be having here. So I'm just going to do a 512 down the resolution here. I turned off constraint proportions and I just put 512 in the width and height. I'm going to hit resize. I'm going to click yes. I'm going to hit control N. I'm just going to draw this really quick here. And then I'm going to draw that sphere again. I'm just going to hit frame and then scale down just a little bit, just so it's not hugging the edges so intensely. I'm going to hit PBR. I'm actually going to go under Render Properties. I'm going to turn off Shadows because we don't want shadows for this. I'm going to hit PBR again. And then under Render Pass, I'm going to select shaded. And then under here I'm going to just save this as a water drop texture. For now I'm going to just do this as PBR render just because it's an easy sort of temp file. I'm going to bring into Photoshop and I will go ahead and save it as a simple raindrop PBR texture. Or sorry, a raindrop diffuse map that we're going to plug into the material. So really quick here, I'm just gonna navigate to that texture that we just created. And again, you could just make this by scratching Photoshop or per create any way you wanna make your textures or draw your textures. It is totally fine, whichever way you wanna go about it. So here in Photoshop, what I'm going to do with this image that I just created in ZBrush, And I'm gonna show two ways to do this. I'm going to show you, you can create this in ZBrush and then also just do some trickery in Photoshop so we can get the textures we need for creating these water effects for this lesson. I'm going to go to the levels and I'm just going to crush the blacks until I get something like this. So you have sort of a Fresnel effect around the edge of the water drop here. And I'm going to just kind of play around with the levels until I get something kind of like this So we have a sort of faded effect of the Fresnel of the water drop and then this highlight, which technically we are faking the highlight. It's not coming through the roughness with the way that we're doing this. It's going to come through with the emissive color as we plug it into the particle effect. But for something like raindrops that is falling so fast, having to depend on the render power or, sorry, depend on the render passes in UE4. I like to kinda boost it or cheat it a little bit where we can sort of fake the effect of the shimmer of the water drops. So with this, I'm going to click okay. I'm going to go to adjustments, desaturate, so we take away the color. And then we can go ahead and save this as a target here. I'm going to call this Water Drop 01. This is going to do 24 bits because we're just going to pull from the red channel here. You can see the red, green, and blue because it's black and white, they're all the same. That is a good thing to keep in mind for your textures is we want, if they are in black and white, your red, green, and blue channels are going to be all the same. So you can put whatever different channels you have in here, or you can pull from whatever channel when you're going through the material editor. Another way to do this, if you don't want to use the brush, I'm just going to do a 512 by 512 new document. I'm just going to fill this with black. I'm just going to go to the Select here and do the ellipsing marquee. I'm going to hold down Shift. Just draw a sphere here. I'm going to move this until it's in the center here. I'm not sure why it's carbon out of chunk there, but I'm going to go ahead and within this selection here, I'm going to make it white. I'm going to do control shift to I, and I'm just going to paint in the black in the background, turning up the opacity to 84. Just a basic sphere here that you can see. What I'm going to do now is I'm going to double click, actually to back up here, I'm going to take the Magic Wand, select the white at the center here, I'm going to Ctrl C and Ctrl V, then I'm going to create another layer, just make it totally black. I'm going to delete this one here. So on this layer in Photoshop, I have the white circle, and down under here I have the black background. So I'm going to double click on the white circle layer. I'm going to do a inner glow. I'm going to make this black. I'm going to make this normal. I'm going to go from center for the source. I'm going to increase the size here. And so you can see we're getting the same effect here. I'm going to just increase the opacity. We have a nice effect here that is creating this sort of soft falloff going from the edge of the water drop here. Then I'm just going to create another layer, create a softer brush, and then just do a lighter value just to do a simple highlight, wherever you want your highlight to be on this water drop here. So something like that. And that's how you can create this texture in Photoshop."
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