Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 6 - 2 ReferenceGathering_frames.zip
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"text": " Hey everyone, so in this video I just wanted to start by going over our reference gathering so usually when I'm approaching texturing I will build out a new reference board. The reference board I showed in the first few weeks was definitely more about the modeling and how to actually design our shapes and figure out the overall design of our B tool together. So when I get to texturing usually what I'll do is try to break out the texturing into a separate board because there's certain details I know I want to capture in reference that I'm not going to necessarily capture with my other reference board. So this is a new one that I created. And so the first step here is just to think about how we're going to texture it. So I have my overall B tool reference here and the colors and some of the ideas. I know I wanted to go for this sort of black and yellow color scheme, not entirely yellow because you can see in some cases we get other tones like oranges and things mixing in there as well which I think is a really nice sort of aesthetic where it doesn't always feel like it's the same color yellow, it often is mixing in with different tones and things. I just love the contrast of that as well, you can see here on a, I think this is a scarab, you can see the the sort of contrast and the other thing as well is that it has these really nice designs on the back, so the pattern on the on the shell itself, That's something I also wanted to capture from the actual real-world reference because I'm working out how I'm going to apply that as far as the design for the final beatle Cool, so that's that we have some 3d reference This is mostly from assets that I collected that have pretty good texturing that I wanted to try to Get something along the same kind of lines as that so just as a guide and some inspiration for texturing I've got a couple of 3d references there some movie stuff. This is from Star Wars so we can see I've got the kx droid and some nice shots of those We'll get into that in a second And then this is the most important part of what I'm tending to do this week, which is to break down The individual materials so we have this beetle if we pull this over here. You'll see this is our main source so we've got Different colors. We've got the the darker kind of material. We've got the yellow I know as well from when I blocked out the materials I also wanted some other smaller details such as metal And other parts are like maybe a steel type metal Maybe a bronze or a brass or something like that. So those were my Materials I wanted to go for so then I start to break those out into different materials and I try to find Some key reference for those what I'm aiming for as far as the material is concerned and then reference that can help me So here we can see if we take a look at these individually I'll sort of show the process there So usually it's about grabbing reference. So here this is for the darker material I thought this is most likely to be a painted metal with some metal edge wear and chips So here is usually I'll try to get some key reference for the type of Texture I'm trying to aim for so I can get an idea of overall This is the look I'm trying to go for then I'll get supporting reference images 3d materials if I can find them And that type of thing and then I'll also get real-world objects because if you've got objects that can really help to Understand what the edgeware is looking like and things like that So in the case of the dark metal you can see here This is the sort of dark metal look with the edgeware We've obviously got our supporting reference and then these are some objects. So we've got doors Vents and different objects here and you can see the sort of overall look of what I was going for so that Approach is then what I will follow for everything else here as well. So here we have a yellow painted. I knew That I wanted yellow obviously from the key reference So I figured turning that into a material that would make sense for hard surface. It would probably be painted metal again So yeah, I'm trying to translate the real world into hard surface materials that I can apply to my robot So in this case we have the yellow painted thinking maybe this could have some edge wear and maybe some rust And some breakup and things like that And then here's some supporting reference for the type of thing you can see that often it's pretty grimy I like that we have these different colors going on sometimes. We'll see the more orange Look that comes from the rust as well in these cases, which I think is cool some examples of some rust And then we also have the same kind of look but just different colors So that sometimes can be helpful just because you get slightly different Things going on there and then again, this is all object-based stuff So you can see here that we have that yellow paint on actual objects and how that looks on real world examples I think that's always good if you can find your own reference in the real world for this as well that can also be super helpful. And then here we have this idea of more of a tarnished kind of steel look or metal look. I wanted it to feel grimy and dirty and I wasn't super bothered about rust. I wanted to keep this like pretty clean but I definitely wanted to have more of this kind of nice detail maybe scratches and that type of stuff that was the look I was going for. I really like this kind of, you know, how this feels like with the, the sort of dirt build up and then maybe some of the smaller details like the scratches and damages on the object as well. And then I was thinking maybe a brass or bronze, I wasn't too fussed about which one, just something that could give me that kind of gold or colored metal look that was sort of the, the vibe I was going for there. Here's some examples of some real world reference, key reference, and then a bunch of objects with this applied on it and then some textures and reference and things here. So that was the texturing board and then I just used that when I start to work into my materials. This is what I'm looking at as my key reference images there so now we'll jump over into substance to start our texturing process.",
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"text": " Hey everyone, so in this video I just wanted to start by going over our reference gathering so usually when I'm approaching texturing I will build out a new reference board. The reference board I showed in the first few weeks was definitely more about the modeling and how to actually design our shapes and figure out the overall design of our B tool together. So when I get to texturing usually what I'll do is try to break out the texturing into a separate board because there's certain details I know I want to capture in reference that I'm not going to necessarily capture with my other reference board. So this is a new one that I created. And so the first step here is just to think about how we're going to texture it. So I have my overall B tool reference here and the colors and some of the ideas. I know I wanted to go for this sort of black and yellow color scheme, not entirely yellow because you can see in some cases we get other tones like oranges and things mixing in there as well which I think is a really nice sort of aesthetic where it doesn't always feel like it's the same color yellow, it often is mixing in with different tones and things. I just love the contrast of that as well, you can see here on a, I think this is a scarab, you can see the the sort of contrast and the other thing as well is that it has these really nice designs on the back, so the pattern on the on the shell itself, That's something I also wanted to capture from the actual real-world reference because I'm working out how I'm going to apply that as far as the design for the final beatle Cool, so that's that we have some 3d reference This is mostly from assets that I collected that have pretty good texturing that I wanted to try to Get something along the same kind of lines as that so just as a guide and some inspiration for texturing I've got a couple of 3d references there some movie stuff. This is from Star Wars so we can see I've got the kx droid and some nice shots of those We'll get into that in a second And then this is the most important part of what I'm tending to do this week, which is to break down The individual materials so we have this beetle if we pull this over here. You'll see this is our main source so we've got Different colors. We've got the the darker kind of material. We've got the yellow I know as well from when I blocked out the materials I also wanted some other smaller details such as metal And other parts are like maybe a steel type metal Maybe a bronze or a brass or something like that. So those were my Materials I wanted to go for so then I start to break those out into different materials and I try to find Some key reference for those what I'm aiming for as far as the material is concerned and then reference that can help me So here we can see if we take a look at these individually I'll sort of show the process there So usually it's about grabbing reference. So here this is for the darker material I thought this is most likely to be a painted metal with some metal edge wear and chips So here is usually I'll try to get some key reference for the type of Texture I'm trying to aim for so I can get an idea of overall This is the look I'm trying to go for then I'll get supporting reference images 3d materials if I can find them And that type of thing and then I'll also get real-world objects because if you've got objects that can really help to Understand what the edgeware is looking like and things like that So in the case of the dark metal you can see here This is the sort of dark metal look with the edgeware We've obviously got our supporting reference and then these are some objects. So we've got doors Vents and different objects here and you can see the sort of overall look of what I was going for so that Approach is then what I will follow for everything else here as well. So here we have a yellow painted. I knew That I wanted yellow obviously from the key reference So I figured turning that into a material that would make sense for hard surface. It would probably be painted metal again So yeah, I'm trying to translate the real world into hard surface materials that I can apply to my robot So in this case we have the yellow painted thinking maybe this could have some edge wear and maybe some rust And some breakup and things like that And then here's some supporting reference for the type of thing you can see that often it's pretty grimy I like that we have these different colors going on sometimes. We'll see the more orange Look that comes from the rust as well in these cases, which I think is cool some examples of some rust And then we also have the same kind of look but just different colors So that sometimes can be helpful just because you get slightly different Things going on there and then again, this is all object-based stuff So you can see here that we have that yellow paint on actual objects and how that looks on real world examples I think that's always good if you can find your own reference in the real world for this as well that can also be super helpful. And then here we have this idea of more of a tarnished kind of steel look or metal look. I wanted it to feel grimy and dirty and I wasn't super bothered about rust. I wanted to keep this like pretty clean but I definitely wanted to have more of this kind of nice detail maybe scratches and that type of stuff that was the look I was going for. I really like this kind of, you know, how this feels like with the, the sort of dirt build up and then maybe some of the smaller details like the scratches and damages on the object as well. And then I was thinking maybe a brass or bronze, I wasn't too fussed about which one, just something that could give me that kind of gold or colored metal look that was sort of the, the vibe I was going for there. Here's some examples of some real world reference, key reference, and then a bunch of objects with this applied on it and then some textures and reference and things here. So that was the texturing board and then I just used that when I start to work into my materials. This is what I'm looking at as my key reference images there so now we'll jump over into substance to start our texturing process."
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