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Add transcription for: Motion Beast 2 Lesson 16.wav

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+ "text": " Hello guys, welcome back to the second part of the tutorial. And in this one we're going to create some materials. Maybe introduce some tiny adjustment. Like rotate this part, maybe rotate some of the little elements that need to be fixed. Then we're going to add the light and then render. So in order to create a material, we have to go here to the material properties. We're going to select the object, this one, and click here on the new button. This creates a new material. This material is called principled BSDF. It's a standard material that includes the settings like base color, subsurface scattering, metallic, specular, and so on. Perfect. Here are some other settings. Actually, they are not necessary. So the first thing we're going to do is go here and change the color here. Now the base color is not displayed in this solid view. In order to display the base color, we have to go to the material shading or the render shading. I'm going to use the render shading option. But if you want to add colors to see the colors here in the solid view, you can go to the viewport display and select the color here. If you want to use this option, you can. But we're going to work here in the render properties. And we go here and create a light just to use it. I'm going to create this light, rotate it here just to ensure that I see how my material looks and go to this right panel and let's change the power settings here. Let's try 1000. Perfect. I unselect this checkbox. These are the basic settings, but we're going to work with some more advanced settings. In order to do that, I'm going to use this space over here. I click here and go to the shader editor. Press N to hide this, so here are the very same settings. The shader editor is used like a node system where you have such blocks that connect with each other to connect the information and get a result. Let's talk a little bit about this shader editor. So if I press shift A, I get a menu with multiple settings. So basically the settings that I use the most are these. I use Input and Layer Weight. I use it for subsurface scattering. I use Image Texture. Click here, enter image texture. You can enter the name to find it. I use something called color ramp. I use noises noise texture. I use Voronoi texture as well. I use bump map for the normal maps. I use mapping to modify the textures or these nodes as well. Modify location rotation, something like this. I use texture coordinates to decide where I want my noise to affect the objects. If I want to use UVs, if I want to use the normals and so on. And this one is important, the Mix RGB. I use it to connect, for example, two nodes and have a combined effect. Now about the order of connecting all of that. You can connect multiple nodes, and the order of these nodes affects the result. For example, I go here, edit preference, and I'm going to look for an add-on called node Wrangler. This add-on has multiple shortcuts, you can find them in a documentation. The shortcut I want to use is this one. If you press Ctrl Shift and left click, you will see how this node functions. You can see this temporarily connect with the material output. That is the one for our materials that can be seen in a viewport. So this is what happens here in the Voronoi texture. And see what happens if I connect this node of noises. See it's applied. And as I told you, the order matters. See now it's different. You must remember that the order of the nodes affects the result. Now we're going to use this color ramp to make a material. I'm going to use green over here, some kind of green, when I connected here to achieve the result. And I'm going to use this. I change hex here. I use the same color. But maybe a little bit lighter shade. And I move it like this. Perfect. Now it doesn't look that good. Let me see here. I'm using EV. I need to use cycles for render, and I unselect the Denoise checkbox. Perfect. Make sure you use your GPU. Excellent. And now the light. I'm going to move the light. Here it is over here. I select top just to ensure an even better result. Now let's add another light. These are temporary lights. I just want to figure out what will work better for the result. Maybe something like this. Now I change this color. It's too bright. should be something like this. Great. Now let's apply the layer weight to the subsurface scattering. I use Facing here, and I'm going to select a color like this blue. Let's select another one. Maybe this one is too strong. Decrease. Like this. Let's see. Maybe a little bit lighter and less here in blend. like this. Now for the bump, I connect this to this. I'm going to use a texture called Musgrave. You can see that it looks like this. You press Ctrl Shift and click. Now let's Let's connect the Musgrave to the Height. Perfect. I'm going to reduce this value to get something like this. And I'm going to reduce these values. I don't need too high of a resolution here. Let's see what's happening here. It's okay here. like this. Next, I want to use this one. I make a copy with Shift D, connect this here and connect this here. Now it's more uniform. And reduce the Scale value. Let 0.2 in Strength. Now what I'm going to do is combine this with another texture called Wave Texture. And as you see the Wave Texture creates the waves effect. Let me save this. Now here I use Triangle and Diagonal, and I'm going to use a Color Ramp. Copy this one, or better, let's create another one. Color Ramp, and pick here. I press Ctrl Shift and see what happens. Let's see. And now I change distortion here. Not too much. Maybe edit the detail settings. Not too much. Maybe scale is too high. Okay, good work. And I copy this bump. here to height, and connect these normals to colors, and connect it here. Let's see if it's even. It looks good. Maybe we should move this slider. Okay. So that's basically all that I'm going to use. Let's delete these right now. And I'm going to apply this material to the other objects. I click here, then click here, Ctrl L, Copy Materials, sorry, Ctrl L and select Link Materials. The same here. Link Materials. And let me just move this. See this green color is too dark. Let's move it to this side. What else? It's here too. These lights are temporary. I'm not going to use them, or maybe I will modify them later. Just want to have a look at the material. You can use this option as well. The Scene World checkbox too. Right now I'm going to use this one. Is this all for this material? What else? This one. Okay, let's create a second material. I'm just going to copy this one. I'm not sure whether I forgot to configure subsurface scattering or not. No, it's fine. To copy a material, just click here and select Duplicate, and here it is copied. This is the new material, but I need two materials, for example, for this object. Now to add another material, you have to click here to create a material slot. Because if I just click here in my material browser, I'm just going to substitute the materials and what I want is to add one more material. So here I will create this one. And I'm just going to change the color. I select the lighter one like it is in the reference. Let me see. Let's use this one. I can change it later. I like this one. And here, select a lighter one. Perfect. Now I'm going to delete this material and apply it again just to top light this material. Let's add it again. Here is this material. Now if I want to apply this material to all the objects, I go to the edit mode because they are linked. And I press L here and L here. If you press L when you're in the edit mode, these options will appear. If you can select the material, Click Assign, that's the way to do it. Repeat the same here. Click here, select these objects, and click assign. And here I'm going to join these objects and use the same material. Repeat the same here. I move this part here. I don't know what happened here, but for some reason it got displaced. move back to where it should be. And I select this one. and assign this material. It seems that I have slightly moved the head, but it doesn't really matter. Okay, now let's join all of these objects with Ctrl J. you And create a new material for them. Click here, New. And I go to the base color and select block. Control L and select link materials. Perfect. Now this part looks a little bit weird. The bump value is too high. I reduce it here. I reduce the scale, maybe to 1. Perfect. Now create a material for this element. I will use this one. Just press Ctrl L and select Link Materials. And in this case, I will create a new material based on the existing one. And just change the colors here. It's a dark blue. Something like this. I set a lighter blue shade. Perfect. For this element, I'm going to link this material and I'm going to make a copy, duplicate and use a lighter shade of blue. Something like this. And a lighter color here. Do the same here. Link materials. And for these objects over here, I will make another material and assign it. Now, let's use the black material that we already have. Select these objects, I switch to this mode. This one is black. Let's make another one. Select this block and assign it. And for these elements, let's select this one. Perfect. Here, make a copy of this one. Just create a new slot. Select for example this one, and just click duplicate. I'm going to use the regular white color. I activate my modifier. Go here and assign this material. I'm going to add one more slot. Go here, select another one. Make a duplicate. Pick a color. This should be red. Something like this. Press L to select the spaces and click Assign. Let's see how it looks. Perfect. Now go to the bump map here and modify these settings. Modify this as well. do the same here. I will use the same materials that I used here for this part. So I select this area and use this material. it for the eye as well. Use this black material for the pupil. For the eyes, I'm going to apply mirror if it isn't applied. Perfect. And the teeth. Apply Mirror and use this material. I will use the black material here. Add a new slot. Select this material and click assign. See what else should be done. and then here. I think this color here is just a shadow. So I don't think we need to add any color here. I will add it anyway, just to see how it looks. Maybe if you want, you can add this dark color. But I believe that it's a shadow, so I won't add it. I leave it like it is. this color is too bright. Let's change it like this. Now I'm going to join these objects over here. J. you Okay. better now. I missed this part over here. I select this area. Add another slot and apply this material. For this part I'm going to add an extra loop over here. Excellent. And I add the same material here. So click assign, then press the i key, great. Now I need to rotate this part by the Y axis like this. Now I see that here are some scratches, so I will try to make some scratches here. Let's go here. Select this material under this one and press Shift A. In the search field, enter Texture and select Image Texture. Create a new Texture and set 2K. And I copy this RGB Mix node. Shift D. And drag and drop it here and link this with color. And that's it. I switch to the Material view and click on the object and select Texture Paint. Let's see. Perfect. Now we have faced a problem here. If I paint here on this object, it will paint on the other object too. It's because we are using the same material for all of these objects. Now, let's just use a different one. I create a new slot here and select this material. And duplicate it. And I rename this one to leg one. And this one to leg two. Great. I assigned this material to leg 1 and this one to leg 2. Perfect. But leg 1 and in leg 2 we have the same texture. So I need to create a new one. I duplicate the texture. Perfect. Now they have different textures. Now let's see. Go to Texture, Paint, and as you can see it doesn't affect the other part of the leg. We're going to do the same with the head here later. So I press the F key to reduce the size of my painting tool. And let's see here. I see that the scratch should be here. I change the color to this one. And here in stroke, I select the stabilized checkbox, so I want to jiggle too much with my mouse. Perfect. So I'm going to add one here, maybe increase the size of my cursor. Going to add one here. Leg two. One here. And in leg 1, I'm going to add a scratch here, another one here, and another one here. That should be it. Perfect. Now for the body... I just need to duplicate here and name it body. Great. And duplicate here. A new texture. Excellent. Enable Texture Paints and repeat the same. Going to add one scratch here, some scratch is here. Perfect. Perfect. Now let's do the same here. If I press Alt Q, I can select different objects. It means that I don't have to go to the Object mode and change my selection. If I want to change my selection, I don't need to switch to the Object mode and then enable texture paint or whatever else I need. You can just press Alt Q and hover over the object that you want to change. So I go here, Alt Q, and select this material, repeat the same, enter texture, image texture. Basically what I'm going to do is go here and copy all this, Ctrl C, next go here and press Ctrl B. In this case I don't need this thing, I just need this one and this one. And I'm going to duplicate the texture here. Perfect. And let's see. I move my reference closer. Okay, that's your painting. I slightly reduced the value of stabilize, I think. Let's see. Now there's something I need to change here. And actually going to create this one. I make it white because I need to use a dark texture. See? Like this. And I change it to multiply. Excellent. Excellent. It's some kind of dark blue. Perfect. Let's see. One here, one here. Still, I think it should be lighter. Okay, that's good. One here, one here. over here. Great. Great. Now this part, let's go here, select this one, I duplicate this material, name it head and duplicate this texture. I will use black here. I can change the colors here using the X key. You can switch the colors. So here, add some scratches. Perfect. And I'm going to add some scratches here. I copy these two, link these here, duplicate it here. I'm going to use the white texture and select multiply. And I'm going to name this material head. You can see that it substitutes this one with the same name. But let's try to name it head scale. or even just head to awesome here select multiply Okay. Now what is happening here is that the same texture is used for different objects. We're going to fix that. Now in order to do this, I will have to separate these objects. Point P, selection. I go here, edit mode. To select all these faces, I press the U key. This hotkey will call the UV mapping tools menu, and I click on Smart UV Project. Click OK. Let's try again. Control Tab Texture Paint. Now it's better. Perfect. Let's do the same here. Let's change this object here. I create a copy. Let's name it leg 3 and I'm not going to use any textures here. Delete. Repeat the same here and here. Let's duplicate this one. and rename it to back and go here. Delete this texture and create a new one. Color it white. Now it's clear. Now let's enable texture paint. But before doing that, let's separate the objects and repeat the same. Select all. Next Smart UV Project. Great. Now go to Texture Paint and finish these scratches. you Now let's fix some minor flaws of some parts. For example, this one. I want to rotate it a little bit more. Maybe scale it a little bit. one, move it slightly downwards, and rotate by the Y axis, like this. Make it smaller, and for this one, I will join these two objects, and I think it's slightly too big. I want to scale it a little bit. Something like this. Set 0.9. Okay, rotate in the x-axis a little bit. Move it. Switch to the front view. Finally I move both objects. And I'm going to scale this material a little bit. Something like this. Now let's add some new lights. Now let's adjust some objects. I want to rotate this one a little bit, scale it, move it a little bit, and modify this texture here. It's better now. I want to join these two objects and scale them as well. Something like this. Set 0.9. to the front view. Now I will make these eyes slightly smaller, go to point pivot and select individual origins and scale them like this. Way better now. Now let's delete all these lights and switch to the render view here. Okay, let's add some lights. I delete this light as well. Shift A, go to Light. I will use sun. I move it like this. Go here and change the value here. This setting affects the shadows here. You can see that the shadows are smaller now. too much. Probably something like this will be okay. Now let's make sure to save all our texture images. Perfect. So next time when you open the project, they will be here. Save and delete these lights. Go here to this view, and I want to add a new light. I use sun. Like this. Something like this. It's too much. I'm going to modify these shadows over here. Perfect. And next I'm going to use an area light. it like this. A little bit of light at the front. Actually, now I want to use this 3D viewport here. I press Ctrl Alt Shift C. The settings here are the same. Just go here and turn off this option here. And I go here to the Render properties, and go to Color Management. High contrast. Perfect. And I'm going to go here and change the background. Next thing I do is I go here in the auto output properties, but before doing that I'm going to add a camera. Press Shift A and go to Camera. Let's see. Now I click this and go to View camera. And I want to change these properties. I will change the resolution. Now I go here and view and click here. Camera to view so I can move the camera. This camera is rotated. Let's set zero here. I'm going to see properties of this camera and change this to 85, because it's too distorted when I set it to 50. Great. Something like this. Now I'm going to deactivate this. One more thing I want to do is to select this modifier over here and in render I'm going to set 3 because it looks a bit too square. Let's see. Okay, good. I go to render, click on render image. I need some more contrast. Let's go here. Select very high contrast and try it again. better. Okay guys, that's it for the tutorial. I hope you enjoyed it and learned something new. See you, bye!",
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+ "text": " Hello guys, welcome back to the second part of the tutorial. And in this one we're going to create some materials. Maybe introduce some tiny adjustment. Like rotate this part, maybe rotate some of the little elements that need to be fixed. Then we're going to add the light and then render. So in order to create a material, we have to go here to the material properties. We're going to select the object, this one, and click here on the new button. This creates a new material. This material is called principled BSDF. It's a standard material that includes the settings like base color, subsurface scattering, metallic, specular, and so on. Perfect. Here are some other settings. Actually, they are not necessary. So the first thing we're going to do is go here and change the color here. Now the base color is not displayed in this solid view. In order to display the base color, we have to go to the material shading or the render shading. I'm going to use the render shading option. But if you want to add colors to see the colors here in the solid view, you can go to the viewport display and select the color here. If you want to use this option, you can. But we're going to work here in the render properties. And we go here and create a light just to use it. I'm going to create this light, rotate it here just to ensure that I see how my material looks and go to this right panel and let's change the power settings here. Let's try 1000. Perfect. I unselect this checkbox. These are the basic settings, but we're going to work with some more advanced settings. In order to do that, I'm going to use this space over here. I click here and go to the shader editor. Press N to hide this, so here are the very same settings. The shader editor is used like a node system where you have such blocks that connect with each other to connect the information and get a result. Let's talk a little bit about this shader editor. So if I press shift A, I get a menu with multiple settings. So basically the settings that I use the most are these. I use Input and Layer Weight. I use it for subsurface scattering. I use Image Texture. Click here, enter image texture. You can enter the name to find it. I use something called color ramp. I use noises noise texture. I use Voronoi texture as well. I use bump map for the normal maps. I use mapping to modify the textures or these nodes as well. Modify location rotation, something like this. I use texture coordinates to decide where I want my noise to affect the objects. If I want to use UVs, if I want to use the normals and so on. And this one is important, the Mix RGB. I use it to connect, for example, two nodes and have a combined effect. Now about the order of connecting all of that. You can connect multiple nodes, and the order of these nodes affects the result. For example, I go here, edit preference, and I'm going to look for an add-on called node Wrangler. This add-on has multiple shortcuts, you can find them in a documentation. The shortcut I want to use is this one. If you press Ctrl Shift and left click, you will see how this node functions. You can see this temporarily connect with the material output. That is the one for our materials that can be seen in a viewport. So this is what happens here in the Voronoi texture. And see what happens if I connect this node of noises. See it's applied. And as I told you, the order matters. See now it's different. You must remember that the order of the nodes affects the result. Now we're going to use this color ramp to make a material. I'm going to use green over here, some kind of green, when I connected here to achieve the result. And I'm going to use this. I change hex here. I use the same color. But maybe a little bit lighter shade. And I move it like this. Perfect. Now it doesn't look that good. Let me see here. I'm using EV. I need to use cycles for render, and I unselect the Denoise checkbox. Perfect. Make sure you use your GPU. Excellent. And now the light. I'm going to move the light. Here it is over here. I select top just to ensure an even better result. Now let's add another light. These are temporary lights. I just want to figure out what will work better for the result. Maybe something like this. Now I change this color. It's too bright. should be something like this. Great. Now let's apply the layer weight to the subsurface scattering. I use Facing here, and I'm going to select a color like this blue. Let's select another one. Maybe this one is too strong. Decrease. Like this. Let's see. Maybe a little bit lighter and less here in blend. like this. Now for the bump, I connect this to this. I'm going to use a texture called Musgrave. You can see that it looks like this. You press Ctrl Shift and click. Now let's Let's connect the Musgrave to the Height. Perfect. I'm going to reduce this value to get something like this. And I'm going to reduce these values. I don't need too high of a resolution here. Let's see what's happening here. It's okay here. like this. Next, I want to use this one. I make a copy with Shift D, connect this here and connect this here. Now it's more uniform. And reduce the Scale value. Let 0.2 in Strength. Now what I'm going to do is combine this with another texture called Wave Texture. And as you see the Wave Texture creates the waves effect. Let me save this. Now here I use Triangle and Diagonal, and I'm going to use a Color Ramp. Copy this one, or better, let's create another one. Color Ramp, and pick here. I press Ctrl Shift and see what happens. Let's see. And now I change distortion here. Not too much. Maybe edit the detail settings. Not too much. Maybe scale is too high. Okay, good work. And I copy this bump. here to height, and connect these normals to colors, and connect it here. Let's see if it's even. It looks good. Maybe we should move this slider. Okay. So that's basically all that I'm going to use. Let's delete these right now. And I'm going to apply this material to the other objects. I click here, then click here, Ctrl L, Copy Materials, sorry, Ctrl L and select Link Materials. The same here. Link Materials. And let me just move this. See this green color is too dark. Let's move it to this side. What else? It's here too. These lights are temporary. I'm not going to use them, or maybe I will modify them later. Just want to have a look at the material. You can use this option as well. The Scene World checkbox too. Right now I'm going to use this one. Is this all for this material? What else? This one. Okay, let's create a second material. I'm just going to copy this one. I'm not sure whether I forgot to configure subsurface scattering or not. No, it's fine. To copy a material, just click here and select Duplicate, and here it is copied. This is the new material, but I need two materials, for example, for this object. Now to add another material, you have to click here to create a material slot. Because if I just click here in my material browser, I'm just going to substitute the materials and what I want is to add one more material. So here I will create this one. And I'm just going to change the color. I select the lighter one like it is in the reference. Let me see. Let's use this one. I can change it later. I like this one. And here, select a lighter one. Perfect. Now I'm going to delete this material and apply it again just to top light this material. Let's add it again. Here is this material. Now if I want to apply this material to all the objects, I go to the edit mode because they are linked. And I press L here and L here. If you press L when you're in the edit mode, these options will appear. If you can select the material, Click Assign, that's the way to do it. Repeat the same here. Click here, select these objects, and click assign. And here I'm going to join these objects and use the same material. Repeat the same here. I move this part here. I don't know what happened here, but for some reason it got displaced. move back to where it should be. And I select this one. and assign this material. It seems that I have slightly moved the head, but it doesn't really matter. Okay, now let's join all of these objects with Ctrl J. you And create a new material for them. Click here, New. And I go to the base color and select block. Control L and select link materials. Perfect. Now this part looks a little bit weird. The bump value is too high. I reduce it here. I reduce the scale, maybe to 1. Perfect. Now create a material for this element. I will use this one. Just press Ctrl L and select Link Materials. And in this case, I will create a new material based on the existing one. And just change the colors here. It's a dark blue. Something like this. I set a lighter blue shade. Perfect. For this element, I'm going to link this material and I'm going to make a copy, duplicate and use a lighter shade of blue. Something like this. And a lighter color here. Do the same here. Link materials. And for these objects over here, I will make another material and assign it. Now, let's use the black material that we already have. Select these objects, I switch to this mode. This one is black. Let's make another one. Select this block and assign it. And for these elements, let's select this one. Perfect. Here, make a copy of this one. Just create a new slot. Select for example this one, and just click duplicate. I'm going to use the regular white color. I activate my modifier. Go here and assign this material. I'm going to add one more slot. Go here, select another one. Make a duplicate. Pick a color. This should be red. Something like this. Press L to select the spaces and click Assign. Let's see how it looks. Perfect. Now go to the bump map here and modify these settings. Modify this as well. do the same here. I will use the same materials that I used here for this part. So I select this area and use this material. it for the eye as well. Use this black material for the pupil. For the eyes, I'm going to apply mirror if it isn't applied. Perfect. And the teeth. Apply Mirror and use this material. I will use the black material here. Add a new slot. Select this material and click assign. See what else should be done. and then here. I think this color here is just a shadow. So I don't think we need to add any color here. I will add it anyway, just to see how it looks. Maybe if you want, you can add this dark color. But I believe that it's a shadow, so I won't add it. I leave it like it is. this color is too bright. Let's change it like this. Now I'm going to join these objects over here. J. you Okay. better now. I missed this part over here. I select this area. Add another slot and apply this material. For this part I'm going to add an extra loop over here. Excellent. And I add the same material here. So click assign, then press the i key, great. Now I need to rotate this part by the Y axis like this. Now I see that here are some scratches, so I will try to make some scratches here. Let's go here. Select this material under this one and press Shift A. In the search field, enter Texture and select Image Texture. Create a new Texture and set 2K. And I copy this RGB Mix node. Shift D. And drag and drop it here and link this with color. And that's it. I switch to the Material view and click on the object and select Texture Paint. Let's see. Perfect. Now we have faced a problem here. If I paint here on this object, it will paint on the other object too. It's because we are using the same material for all of these objects. Now, let's just use a different one. I create a new slot here and select this material. And duplicate it. And I rename this one to leg one. And this one to leg two. Great. I assigned this material to leg 1 and this one to leg 2. Perfect. But leg 1 and in leg 2 we have the same texture. So I need to create a new one. I duplicate the texture. Perfect. Now they have different textures. Now let's see. Go to Texture, Paint, and as you can see it doesn't affect the other part of the leg. We're going to do the same with the head here later. So I press the F key to reduce the size of my painting tool. And let's see here. I see that the scratch should be here. I change the color to this one. And here in stroke, I select the stabilized checkbox, so I want to jiggle too much with my mouse. Perfect. So I'm going to add one here, maybe increase the size of my cursor. Going to add one here. Leg two. One here. And in leg 1, I'm going to add a scratch here, another one here, and another one here. That should be it. Perfect. Now for the body... I just need to duplicate here and name it body. Great. And duplicate here. A new texture. Excellent. Enable Texture Paints and repeat the same. Going to add one scratch here, some scratch is here. Perfect. Perfect. Now let's do the same here. If I press Alt Q, I can select different objects. It means that I don't have to go to the Object mode and change my selection. If I want to change my selection, I don't need to switch to the Object mode and then enable texture paint or whatever else I need. You can just press Alt Q and hover over the object that you want to change. So I go here, Alt Q, and select this material, repeat the same, enter texture, image texture. Basically what I'm going to do is go here and copy all this, Ctrl C, next go here and press Ctrl B. In this case I don't need this thing, I just need this one and this one. And I'm going to duplicate the texture here. Perfect. And let's see. I move my reference closer. Okay, that's your painting. I slightly reduced the value of stabilize, I think. Let's see. Now there's something I need to change here. And actually going to create this one. I make it white because I need to use a dark texture. See? Like this. And I change it to multiply. Excellent. Excellent. It's some kind of dark blue. Perfect. Let's see. One here, one here. Still, I think it should be lighter. Okay, that's good. One here, one here. over here. Great. Great. Now this part, let's go here, select this one, I duplicate this material, name it head and duplicate this texture. I will use black here. I can change the colors here using the X key. You can switch the colors. So here, add some scratches. Perfect. And I'm going to add some scratches here. I copy these two, link these here, duplicate it here. I'm going to use the white texture and select multiply. And I'm going to name this material head. You can see that it substitutes this one with the same name. But let's try to name it head scale. or even just head to awesome here select multiply Okay. Now what is happening here is that the same texture is used for different objects. We're going to fix that. Now in order to do this, I will have to separate these objects. Point P, selection. I go here, edit mode. To select all these faces, I press the U key. This hotkey will call the UV mapping tools menu, and I click on Smart UV Project. Click OK. Let's try again. Control Tab Texture Paint. Now it's better. Perfect. Let's do the same here. Let's change this object here. I create a copy. Let's name it leg 3 and I'm not going to use any textures here. Delete. Repeat the same here and here. Let's duplicate this one. and rename it to back and go here. Delete this texture and create a new one. Color it white. Now it's clear. Now let's enable texture paint. But before doing that, let's separate the objects and repeat the same. Select all. Next Smart UV Project. Great. Now go to Texture Paint and finish these scratches. you Now let's fix some minor flaws of some parts. For example, this one. I want to rotate it a little bit more. Maybe scale it a little bit. one, move it slightly downwards, and rotate by the Y axis, like this. Make it smaller, and for this one, I will join these two objects, and I think it's slightly too big. I want to scale it a little bit. Something like this. Set 0.9. Okay, rotate in the x-axis a little bit. Move it. Switch to the front view. Finally I move both objects. And I'm going to scale this material a little bit. Something like this. Now let's add some new lights. Now let's adjust some objects. I want to rotate this one a little bit, scale it, move it a little bit, and modify this texture here. It's better now. I want to join these two objects and scale them as well. Something like this. Set 0.9. to the front view. Now I will make these eyes slightly smaller, go to point pivot and select individual origins and scale them like this. Way better now. Now let's delete all these lights and switch to the render view here. Okay, let's add some lights. I delete this light as well. Shift A, go to Light. I will use sun. I move it like this. Go here and change the value here. This setting affects the shadows here. You can see that the shadows are smaller now. too much. Probably something like this will be okay. Now let's make sure to save all our texture images. Perfect. So next time when you open the project, they will be here. Save and delete these lights. Go here to this view, and I want to add a new light. I use sun. Like this. Something like this. It's too much. I'm going to modify these shadows over here. Perfect. And next I'm going to use an area light. it like this. A little bit of light at the front. Actually, now I want to use this 3D viewport here. I press Ctrl Alt Shift C. The settings here are the same. Just go here and turn off this option here. And I go here to the Render properties, and go to Color Management. High contrast. Perfect. And I'm going to go here and change the background. Next thing I do is I go here in the auto output properties, but before doing that I'm going to add a camera. Press Shift A and go to Camera. Let's see. Now I click this and go to View camera. And I want to change these properties. I will change the resolution. Now I go here and view and click here. Camera to view so I can move the camera. This camera is rotated. Let's set zero here. I'm going to see properties of this camera and change this to 85, because it's too distorted when I set it to 50. Great. Something like this. Now I'm going to deactivate this. One more thing I want to do is to select this modifier over here and in render I'm going to set 3 because it looks a bit too square. Let's see. Okay, good. I go to render, click on render image. I need some more contrast. Let's go here. Select very high contrast and try it again. better. Okay guys, that's it for the tutorial. I hope you enjoyed it and learned something new. See you, bye!"
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+ }
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+ }