1 00:00:10,010 --> 00:00:15,520 Welcome back, everyone, to 3-D modeling The Hobbit Dossena with Lenno two point nine and Adobe Photoshop. 2 00:00:15,530 --> 00:00:21,890 So this is where we left off and you can see at the moment the standard material that comes in is called 3 00:00:21,890 --> 00:00:23,900 a principled B, C, D, E, F. 4 00:00:23,990 --> 00:00:27,980 So every time you bring the material in this is what Blando will try and bring it. 5 00:00:28,100 --> 00:00:31,100 And this basically is a super node. 6 00:00:31,190 --> 00:00:32,870 That's what I classify as anything else. 7 00:00:32,870 --> 00:00:37,640 While a lot of people call it because basically you've got so many plug ins to this, you can change 8 00:00:37,640 --> 00:00:38,930 the metalic, the roughness. 9 00:00:39,150 --> 00:00:42,550 Everything is within this actual material node. 10 00:00:42,560 --> 00:00:47,300 So that is why it brings in a standard and that is why it's so useful. 11 00:00:47,780 --> 00:00:51,550 So now what we need to do is we need to move this material out just a little bit over here. 12 00:00:51,560 --> 00:00:54,680 So let's pull it over here like so with electric and drag. 13 00:00:54,860 --> 00:00:59,960 Now, the other thing that you really want to do, just to make things a little bit easier, is to bring 14 00:00:59,960 --> 00:01:01,850 in the actual node ringlet. 15 00:01:01,850 --> 00:01:05,810 It's another item within Blender and I'll put it down the bomb run side here. 16 00:01:05,910 --> 00:01:10,790 It's only a little bit while that's about not to bring that and we're going to go back to any preferences. 17 00:01:11,180 --> 00:01:20,120 Ledlow Dot com to Adam's click the X and let's bring node and a node wrangler on click refresh to close 18 00:01:20,120 --> 00:01:20,480 it down. 19 00:01:20,720 --> 00:01:25,210 Now let's bring in our first node and that's going to be a column. 20 00:01:25,220 --> 00:01:32,210 So if I press a search and I'm going to bring collar so Sheol and you'll see one that's called Kalorama, 21 00:01:32,330 --> 00:01:34,070 let's bring that now. 22 00:01:34,070 --> 00:01:37,130 Let's plug this column into metalic. 23 00:01:37,130 --> 00:01:40,330 So I'm going to plug this into the metalic, which is here. 24 00:01:40,340 --> 00:01:44,660 So I'm going to pull this off a little bit just so you can see a little bit more what I'm doing. 25 00:01:44,900 --> 00:01:48,950 And I'm also going to put this onto eBay, render it. 26 00:01:49,780 --> 00:01:51,230 Which should be this one here. 27 00:01:51,250 --> 00:01:52,940 Let's just make sure it is on TV. 28 00:01:52,960 --> 00:01:57,490 I'm just making sure I'm going to double the just to get that off so I can see what I'm doing. 29 00:01:57,640 --> 00:02:00,730 And yeah, the actual song I can see is Shine on here. 30 00:02:00,730 --> 00:02:02,010 I've got some shading on here. 31 00:02:02,230 --> 00:02:07,000 And the other thing I want to do is I just want to make sure ambient occlusion is also on. 32 00:02:07,090 --> 00:02:11,020 And you can see when I take on it really emphasizes the actual shadows. 33 00:02:11,020 --> 00:02:14,660 So it makes a little bit easier to actually see what we're actually doing. 34 00:02:14,890 --> 00:02:21,160 OK, so now that Solt said, let's zoom in a little bit more and then what we've got here is the metallic 35 00:02:21,160 --> 00:02:22,140 plugged in at the moment. 36 00:02:22,270 --> 00:02:24,380 Let's actually change the bass color. 37 00:02:24,490 --> 00:02:29,170 So if I change this, for instance, pull this down, you can see it goes much darker. 38 00:02:29,180 --> 00:02:33,370 So this is actually the bass color of this and this metallic. 39 00:02:33,370 --> 00:02:37,990 We're going to change in a minute just to make it a little bit more shiny because it's a little bit 40 00:02:37,990 --> 00:02:39,470 too old for actual mouth. 41 00:02:39,850 --> 00:02:42,580 OK, so now let's work on the roughness. 42 00:02:42,730 --> 00:02:45,670 So we've done the color, which is the bass color. 43 00:02:45,850 --> 00:02:49,900 We've done the metallic what we've plugged into a node ready to actually sell. 44 00:02:50,020 --> 00:02:53,800 So now let's work on the roughness we're going to bring in is a noise texture. 45 00:02:53,980 --> 00:02:57,510 So and I and you'll see one that's called noise texture. 46 00:02:57,670 --> 00:03:02,870 Let's put that in there and we're going to plug the color into all roughness. 47 00:03:03,130 --> 00:03:09,220 Now, what this does is it basically creates a lot of noise within this actual texture. 48 00:03:09,310 --> 00:03:16,300 So if I go in now and I put this on something like two hundred and seventy five, for instance, you 49 00:03:16,300 --> 00:03:21,250 can see now that we've got a lot of noise on there, really giving us a lot of kind of dirt and things 50 00:03:21,250 --> 00:03:21,700 like that. 51 00:03:21,790 --> 00:03:26,490 And this because it is the roughness actually interacts with the actual light. 52 00:03:26,620 --> 00:03:31,660 So as I turn around, you can see some are in a bit darker and lighter and it's a bit like glass. 53 00:03:31,660 --> 00:03:34,740 When you look at glass, it's not actually perfectly See-Through. 54 00:03:34,870 --> 00:03:39,220 You love smearing on, you love little bits of you, maybe have some scratches, things like that. 55 00:03:39,220 --> 00:03:41,230 And that's exactly what we're trying to do here. 56 00:03:41,590 --> 00:03:45,630 OK, so let's now put the detail up to something like 14. 57 00:03:45,640 --> 00:03:46,540 Let's try that. 58 00:03:46,930 --> 00:03:49,570 Let's make it a little bit less emphasis on that. 59 00:03:49,570 --> 00:03:51,310 We don't want to do dark after all. 60 00:03:51,430 --> 00:03:56,050 And then let's turn this up to something like nought point six five. 61 00:03:56,050 --> 00:03:58,060 Something like that should be absolutely fine. 62 00:03:58,450 --> 00:03:58,920 All right. 63 00:03:58,930 --> 00:04:02,400 So now let's work on our normal map just to bring this out a little bit. 64 00:04:02,410 --> 00:04:06,370 So I'm going to do is I'm going to come over to this point here. 65 00:04:06,460 --> 00:04:07,570 I want to press a. 66 00:04:09,000 --> 00:04:15,390 I'm going to press T X and I want to bring in a texture Cordner, and this is basically how you can 67 00:04:15,390 --> 00:04:19,020 apply our first procedural material based on the movie. 68 00:04:19,030 --> 00:04:22,370 So we don't want them all and now we want to base it on the movie. 69 00:04:22,380 --> 00:04:26,720 In other words, tell Blendr where to actually apply this procedural material. 70 00:04:26,880 --> 00:04:29,110 So we need something else as well and we need to make it. 71 00:04:29,130 --> 00:04:33,720 So let's bring in that shift a bringing a map in. 72 00:04:34,960 --> 00:04:39,280 So about that, and then what we need to do is need to connect the vector, because the vector is basically 73 00:04:39,280 --> 00:04:40,320 where the position is. 74 00:04:40,330 --> 00:04:44,710 So we grab the Jouvet, plug it into the vector, and that's got to go. 75 00:04:45,010 --> 00:04:50,620 Now, let's bring in another texture, noise, texture, and we'll bring in a verrone. 76 00:04:50,620 --> 00:04:57,180 So we'll click here, shift a search the oh Verrone texture. 77 00:04:57,310 --> 00:04:58,300 Let's bring that in. 78 00:04:58,390 --> 00:05:04,420 And then again, we're going to plug the vector into the vector of the verrone and now wants color and 79 00:05:04,420 --> 00:05:08,520 a color on basically can emphasize colors. 80 00:05:08,530 --> 00:05:15,340 It can emphasize how much which bumpiness you've got within the material, things like that. 81 00:05:16,030 --> 00:05:17,720 Rhum isn't just the color. 82 00:05:17,950 --> 00:05:19,330 So let's bring in a color. 83 00:05:19,540 --> 00:05:25,400 So we shipped a search color from let's drop that in there. 84 00:05:25,420 --> 00:05:31,510 And then what we're going to do is we're going to grab our color and put it into the fact of the actual 85 00:05:31,510 --> 00:05:31,830 color. 86 00:05:32,140 --> 00:05:34,870 Now, let's grab the principled move over a little bit. 87 00:05:34,990 --> 00:05:40,090 And what we're going to bring in now is a bump shift, a search view and pay. 88 00:05:40,810 --> 00:05:46,390 Let's bring that in, pull down there and then let's bring the color from the color ramp into the height 89 00:05:46,390 --> 00:05:47,080 of the bump. 90 00:05:47,260 --> 00:05:51,720 And then what we'll do is we'll bring the normal and plug that into that light. 91 00:05:51,730 --> 00:05:53,110 So let that load up. 92 00:05:53,180 --> 00:05:58,180 Now, you can say we've got all these little ridges on there, not exactly what we want, what we all 93 00:05:58,180 --> 00:05:58,750 get in that. 94 00:05:58,960 --> 00:06:00,910 So now how do we change this? 95 00:06:00,940 --> 00:06:06,610 Well, the one thing we can do or the main thing we can do is change the Verrone texture first, because 96 00:06:06,610 --> 00:06:12,370 that is the thing that says how big or small these kind of noises are. 97 00:06:12,370 --> 00:06:17,290 So let's zoom in a little bit and change the scale of this to something like five thousand. 98 00:06:18,700 --> 00:06:22,720 And now you can see we've got a lot more actual bumpiness on there. 99 00:06:22,720 --> 00:06:24,200 And that's exactly what we're looking for. 100 00:06:24,490 --> 00:06:30,070 I'm kind of trying to go with the look of when you've got led lead like leaded windows. 101 00:06:30,070 --> 00:06:32,310 That's the kind of look we need a lot of bumpiness. 102 00:06:32,710 --> 00:06:37,840 So now what we need to do is we need to come and bring the strength down so you can see over here and 103 00:06:37,840 --> 00:06:39,910 I'll bump as I bring this down. 104 00:06:40,450 --> 00:06:44,760 You'll see now that you get smooth it all, it gets a little more bumpy. 105 00:06:44,760 --> 00:06:49,750 And you can see now this is the kind of look we're actually going for on this I'm really, really happy 106 00:06:49,750 --> 00:06:50,560 with already. 107 00:06:50,830 --> 00:06:58,310 Now, the other thing is you can use the ramp, as you can see, as a kind of ability to really ramp 108 00:06:58,310 --> 00:07:00,730 it up or make it smoother. 109 00:07:00,850 --> 00:07:06,830 So in other words, what it does is because you go around here, if I zoom in a little bit, these parts 110 00:07:06,830 --> 00:07:14,920 that fly here, we can actually dictate how let's just drag it across, as you can see now how bumpy 111 00:07:14,920 --> 00:07:15,750 that actually is. 112 00:07:15,760 --> 00:07:19,280 We've got a lot of control, a lot more control than just the strength. 113 00:07:19,420 --> 00:07:25,390 So the strength will do everything, whereas the column will really start to make them less big, as 114 00:07:25,390 --> 00:07:28,180 you can say, or more be whichever you choose. 115 00:07:28,300 --> 00:07:33,040 So I'm going to bring that and I'm going to bring this one down just a little bit like so. 116 00:07:33,250 --> 00:07:33,730 All right. 117 00:07:33,730 --> 00:07:35,010 So that I'm really happy with. 118 00:07:35,260 --> 00:07:39,370 Now, the last of all, we need to actually mess around with the actual metallic. 119 00:07:39,400 --> 00:07:44,140 So as you can see, if I bring this up, I can make this more metallic. 120 00:07:44,230 --> 00:07:46,850 And that is what the look I'm going for. 121 00:07:47,080 --> 00:07:54,760 So you can see that we've got bits that are more metallic bits, a less metallic based on or actual 122 00:07:54,820 --> 00:08:00,370 roughness, which is basically a noise texture so that I'm actually really happy with. 123 00:08:00,520 --> 00:08:05,320 The last thing is you might want to mess around with your base color so you can bring this up, make 124 00:08:05,320 --> 00:08:06,650 it darker or lighter. 125 00:08:06,820 --> 00:08:10,920 So at the moment, I think maybe that's a little bit too dark. 126 00:08:10,930 --> 00:08:13,860 So let's bring it back just a little bit like so. 127 00:08:14,380 --> 00:08:14,920 All right. 128 00:08:14,920 --> 00:08:20,170 So I'm actually really happy with and what I'll do is I'll actually pull this down now and we can actually 129 00:08:20,170 --> 00:08:21,270 split their salt. 130 00:08:21,280 --> 00:08:26,790 So on the next lesson, then what we'll start to do is work on our actual glass within the bell. 131 00:08:26,800 --> 00:08:29,070 That's your first procedural material finished. 132 00:08:29,080 --> 00:08:31,150 I hope you enjoyed it and I hope you learned a lot. 133 00:08:31,240 --> 00:08:32,230 And I'll see you on the next. 134 00:08:32,310 --> 00:08:33,490 Nicole, thanks a lot. 135 00:08:33,520 --> 00:08:33,970 Bye bye.