WEBVTT 1 00:00:23.670 --> 00:00:26.400 Hello, this is Kwangwook Tak 2 00:00:26.400 --> 00:00:29.190 This unit consists of understanding modelling job groups 3 00:00:29.190 --> 00:00:32.290 3D modelling and texturing, three parts 4 00:00:33.040 --> 00:00:38.220 First, we'll learn about modeller who are people that do 3D modelling 5 00:00:38.420 --> 00:00:41.771 Understanding modelling job groups 6 00:00:42.320 --> 00:00:47.439 Modellers look at the modelling sheet that the original artist made 7 00:00:47.439 --> 00:00:52.840 and turn the designed character or architecture into 3D objects 8 00:00:52.840 --> 00:00:55.680 to make it possible for it to be used in engines 9 00:00:55.680 --> 00:00:59.040 So modellers have two jobs 10 00:00:59.040 --> 00:01:00.640 You'll learn it later as well 11 00:01:00.640 --> 00:01:04.360 3D modelling data consists of mesh which is the structure 12 00:01:04.360 --> 00:01:07.360 and material that expresses the texture 13 00:01:07.360 --> 00:01:11.199 and modeller creates both of these 14 00:01:11.199 --> 00:01:12.999 So they make the mesh 15 00:01:12.999 --> 00:01:17.239 and make the texture 16 00:01:17.239 --> 00:01:20.279 Making the mesh is what's usually called modelling 17 00:01:20.279 --> 00:01:22.720 and materials differ for each tools 18 00:01:22.720 --> 00:01:24.320 so rather than making material 19 00:01:24.320 --> 00:01:26.879 making texture that will be in the material 20 00:01:26.879 --> 00:01:32.000 that is, texturing is the role of modelling 21 00:01:32.000 --> 00:01:35.680 There are character modeller and background modeller in modellers 22 00:01:35.680 --> 00:01:40.360 The modelling data used in engines differ in their use of information 23 00:01:40.360 --> 00:01:42.199 according to characters and backgrounds 24 00:01:42.199 --> 00:01:46.199 So even within an engine, it is also divided into two meshes of 25 00:01:46.199 --> 00:01:49.519 skeleton mesh and static mesh and managed 26 00:01:49.519 --> 00:01:54.440 Due to this difference, modellers and divided into two job groups 27 00:01:54.440 --> 00:01:56.639 of character modelling and background modelling 28 00:01:56.639 --> 00:01:59.320 Also, it would differ from content style, 29 00:01:59.320 --> 00:02:03.040 but the various resource data that the project requires 30 00:02:03.040 --> 00:02:05.720 are all created by them 31 00:02:05.720 --> 00:02:10.820 Base color, metallic, roughness, and normal map 32 00:02:10.820 --> 00:02:13.440 and such textures with data 33 00:02:13.440 --> 00:02:16.479 are created and delivered to the engine 34 00:02:16.479 --> 00:02:18.759 by modellers 35 00:02:18.759 --> 00:02:23.679 That means, modellers have a lot of tools to use 36 00:02:23.679 --> 00:02:28.039 When making mesh which is a resource used in the content 37 00:02:28.039 --> 00:02:35.070 they use 3ds Max by Autodesk, Maya, and Blender 38 00:02:35.070 --> 00:02:37.240 to make real time mesh data 39 00:02:37.240 --> 00:02:41.039 and to create normal map image 40 00:02:41.039 --> 00:02:43.039 they make high polygon 41 00:02:43.039 --> 00:02:45.039 And to make this high polygon 42 00:02:45.039 --> 00:02:48.960 they use the tool Zbrush by Maxon 43 00:02:48.960 --> 00:02:51.919 And to do the texturing a bit more conveniently 44 00:02:51.919 --> 00:02:56.039 they use Substance Painter by Adobe 45 00:02:56.039 --> 00:02:57.759 and they are working with images 46 00:02:57.759 --> 00:03:00.559 which makes it obvious that they also use Photoshop 47 00:03:00.559 --> 00:03:02.759 Like this, using a lot of different tools 48 00:03:02.759 --> 00:03:05.360 is a characteristic of this modelling jobs 49 00:03:05.360 --> 00:03:10.360 There is a job group called level designer among background modeller 50 00:03:10.360 --> 00:03:13.279 Level designers create level 51 00:03:13.279 --> 00:03:17.240 that is, space 52 00:03:17.240 --> 00:03:21.839 Their main role is to create the flow of movement of the user 53 00:03:21.839 --> 00:03:23.960 and the atmosphere according to the movement 54 00:03:23.960 --> 00:03:26.880 And since they work with wide spaces 55 00:03:26.880 --> 00:03:29.119 they have to maintain the quality 56 00:03:29.119 --> 00:03:32.279 while also making sure that the user can enjoy the content 57 00:03:32.279 --> 00:03:37.259 by taking care of optimization 58 00:03:37.259 --> 00:03:42.320 This means that the cooperation of the planning team and programming team is important 59 00:03:42.320 --> 00:03:45.600 Level designers often are in the spot that have to 60 00:03:45.600 --> 00:03:49.080 communicate with the director and the programmer 61 00:03:49.080 --> 00:03:51.330 and as the result of that 62 00:03:51.330 --> 00:03:55.119 when the number and type of resource that they need to make changes 63 00:03:55.119 --> 00:03:57.679 the workload of the background modelling team is also changed 64 00:03:57.679 --> 00:04:01.600 and that has to be distributed 65 00:04:01.600 --> 00:04:04.759 So usually the leader of the background modelling team 66 00:04:04.759 --> 00:04:08.880 or an experienced person takes this role 67 00:04:08.880 --> 00:04:12.880 But recently, there have been contents that show 68 00:04:12.880 --> 00:04:16.440 only backgrounds like VR, AR, and XR 69 00:04:16.440 --> 00:04:18.640 and small scale developers emerged 70 00:04:18.640 --> 00:04:23.359 which altered the production process, team construction and roles 71 00:04:23.359 --> 00:04:26.399 making newbie level designers 72 00:04:26.399 --> 00:04:28.600 also needed 73 00:04:28.600 --> 00:04:31.239 Then, we'll learn the concepts needed 74 00:04:31.239 --> 00:04:34.399 in the modelling process, that is, 75 00:04:34.399 --> 00:04:38.022 what modellers focus on when modelling 76 00:04:38.222 --> 00:04:42.159 3D modelling 77 00:04:42.459 --> 00:04:45.760 First, let's learn about 3D modelling data structure 78 00:04:45.760 --> 00:04:49.119 3D literally means an object existing 79 00:04:49.119 --> 00:04:51.760 in a 3 dimensional space 80 00:04:51.760 --> 00:04:55.839 To express the object in that space 81 00:04:55.839 --> 00:05:00.399 there are two elements needed 82 00:05:00.399 --> 00:05:04.359 First is mesh, the data the expresses structure 83 00:05:04.359 --> 00:05:07.440 and second, material 84 00:05:07.440 --> 00:05:11.040 the data that expresses the texture 85 00:05:11.040 --> 00:05:13.240 Mesh and material 86 00:05:13.240 --> 00:05:17.279 are the most important elements of 3D object expression 87 00:05:17.279 --> 00:05:19.519 And to make a game 88 00:05:19.519 --> 00:05:25.359 collision data is also added 89 00:05:25.359 --> 00:05:27.179 When only thinking about graphics 90 00:05:27.179 --> 00:05:30.600 mesh and material will be the only two elements 91 00:05:30.600 --> 00:05:32.760 Let's take a look 92 00:05:32.760 --> 00:05:36.000 Mesh was structure 93 00:05:36.000 --> 00:05:39.399 It consists of point, line, and plane 94 00:05:39.399 --> 00:05:41.920 Point is called vertex 95 00:05:41.959 --> 00:05:44.920 and the line that connects a vertex and another 96 00:05:44.920 --> 00:05:46.480 is called edge 97 00:05:46.480 --> 00:05:49.760 And the shape that these lines, edges create 98 00:05:49.760 --> 00:05:52.440 is called face 99 00:05:52.440 --> 00:05:54.760 or a polygon 100 00:05:54.760 --> 00:05:58.200 And the mass that is created with these faces 101 00:05:58.200 --> 00:05:59.959 is called mesh 102 00:05:59.959 --> 00:06:03.040 It is called mesh because it looks like a mesh net 103 00:06:03.040 --> 00:06:06.959 This mesh only is the information about a structure 104 00:06:06.959 --> 00:06:09.440 It cannot be seen actually 105 00:06:09.440 --> 00:06:14.000 So texture is needed to be seen 106 00:06:14.000 --> 00:06:17.720 What the surface color is, how it shines 107 00:06:17.720 --> 00:06:21.480 if it's rough or soft needs to be shown 108 00:06:21.480 --> 00:06:25.239 The information about these is material 109 00:06:25.239 --> 00:06:27.480 So material is calculations 110 00:06:27.480 --> 00:06:32.000 The numbers in materials or texture images 111 00:06:32.000 --> 00:06:33.839 and such information are combined 112 00:06:33.839 --> 00:06:38.079 to finally create a texture 113 00:06:38.079 --> 00:06:41.480 Majority of 3D graphics create an object with 114 00:06:41.480 --> 00:06:43.839 mesh and material 115 00:06:43.839 --> 00:06:49.000 We will learn about mesh in this 3D modelling part 116 00:06:49.000 --> 00:06:51.279 Modellers, put simply 117 00:06:51.279 --> 00:06:56.799 create structures using vertex 118 00:06:56.799 --> 00:07:00.480 edge, face, and polygon 119 00:07:00.480 --> 00:07:04.000 There are largely two ways of modelling 120 00:07:04.000 --> 00:07:07.640 that are polygon modelling and nurbs modelling 121 00:07:07.640 --> 00:07:09.740 Polygon modelling 122 00:07:09.740 --> 00:07:14.920 uses vertex, edge, and polygon to create a structure 123 00:07:14.920 --> 00:07:17.760 It is the method of making a structure using 124 00:07:17.760 --> 00:07:21.760 flat faces and flat polygons 125 00:07:21.760 --> 00:07:26.429 On the other hand, nurbs modelling is a vector method of 126 00:07:26.429 --> 00:07:28.600 photoshop and illustrator 127 00:07:28.600 --> 00:07:30.959 Unlike polygon modelling that simply connects 128 00:07:30.959 --> 00:07:35.200 vertex and vertex to create an edge 129 00:07:35.200 --> 00:07:39.760 it uses Bézier curve between vertexes 130 00:07:39.760 --> 00:07:41.549 and calculates the curve 131 00:07:41.549 --> 00:07:45.440 to create curved surface 132 00:07:45.440 --> 00:07:49.720 Usually engines like Unreal Engine, Unity 133 00:07:49.720 --> 00:07:54.839 and others create spaces with a set of polygons 134 00:07:54.839 --> 00:07:57.079 so when making a 3D resource 135 00:07:57.079 --> 00:08:00.799 they mostly use polygon modelling 136 00:08:00.799 --> 00:08:04.160 Polygon modelling uses rectangular polygons 137 00:08:04.160 --> 00:08:06.559 to do modelling 138 00:08:06.559 --> 00:08:09.570 Extrude which makes polygons 139 00:08:09.570 --> 00:08:13.570 Inset that adds polygon inside of a polygon 140 00:08:13.570 --> 00:08:16.839 Cut that divides edge or polygon 141 00:08:16.839 --> 00:08:20.239 Chamfer that carves corners 142 00:08:20.239 --> 00:08:24.040 These are functions that edit vertex, edge, face 143 00:08:24.040 --> 00:08:26.359 to create a structure 144 00:08:26.359 --> 00:08:31.079 Since it the method of connecting flat polygons to create a structure 145 00:08:31.079 --> 00:08:34.200 a lot of faces are needed 146 00:08:34.200 --> 00:08:39.400 to create detailed structure like natural curved lines or unevenness 147 00:08:39.400 --> 00:08:42.239 According to the number of the polygons used 148 00:08:42.239 --> 00:08:45.339 if it's small, it is classified as low polygon 149 00:08:45.339 --> 00:08:48.239 and if it's big, it is classified as high polygon 150 00:08:48.239 --> 00:08:52.159 These two types have pros and cons 151 00:08:52.159 --> 00:08:57.119 First, low polygon modelling made with the minimum number of polygons 152 00:08:57.119 --> 00:08:59.520 have less polygons 153 00:08:59.520 --> 00:09:05.400 so has advantage in real time content that has to do a lot of calculation in real time 154 00:09:05.400 --> 00:09:09.880 On the other hand, high polygon modelling does not have a limit in the number of polygons 155 00:09:09.880 --> 00:09:13.960 So it can have a more detailed depiction 156 00:09:13.960 --> 00:09:16.520 Curved surface and lines look more natural 157 00:09:16.520 --> 00:09:22.520 Wrinkles on clothes, or rough and bumpy 158 00:09:22.520 --> 00:09:25.400 surfaces' expressions 159 00:09:25.400 --> 00:09:29.080 are possible with all the details 160 00:09:29.119 --> 00:09:32.479 But since the number of polygons increase 161 00:09:32.479 --> 00:09:37.499 for real time engines that have to calculate information every moment for every level 162 00:09:37.599 --> 00:09:41.400 it is hard to calculate all these polygons quickly 163 00:09:41.400 --> 00:09:44.400 So these high polygon data 164 00:09:44.400 --> 00:09:50.239 are usually used in movies, animations, bird's eye view of architectures, or product rendering 165 00:09:50.239 --> 00:09:51.919 and such non-real time content where 166 00:09:51.919 --> 00:09:55.239 the rendering time does not matter greatly 167 00:09:55.239 --> 00:09:58.520 Before, in real time content, there were standards in low and high 168 00:09:58.520 --> 00:10:03.080 polygon that this many polygons is low or high 169 00:10:03.080 --> 00:10:07.760 But now with the technological development of hardware and engines 170 00:10:07.760 --> 00:10:12.599 the number of polygons used in real time content increased 171 00:10:12.599 --> 00:10:17.000 making such standards pretty much meaningless 172 00:10:17.000 --> 00:10:20.440 Now, it is more focused on the character of the project 173 00:10:20.440 --> 00:10:25.200 when limiting the number of polygons used in modelling 174 00:10:25.200 --> 00:10:29.159 So modellers need to make the structure 175 00:10:29.159 --> 00:10:32.280 with the best quality within 176 00:10:32.280 --> 00:10:34.159 the limited number of polygons 177 00:10:34.159 --> 00:10:37.320 In engines, content needs to run smoothely 178 00:10:37.320 --> 00:10:39.919 so low polygon production is the obvious choice 179 00:10:39.919 --> 00:10:44.359 But to create a higher quality content 180 00:10:44.359 --> 00:10:47.159 high polygon's detail is needed 181 00:10:47.159 --> 00:10:50.359 So real time engine puts high polygon data 182 00:10:50.359 --> 00:10:53.039 on low polygon to heighten the quality 183 00:10:53.039 --> 00:10:55.799 which is a function called normal map 184 00:10:55.799 --> 00:10:58.239 so that it can do the calculation smoothly in real time 185 00:10:58.239 --> 00:11:02.520 while also showing a high quality graphic 186 00:11:02.520 --> 00:11:04.760 So to use this function 187 00:11:04.760 --> 00:11:09.119 high polygon data must be made in the modelling process 188 00:11:09.119 --> 00:11:14.760 That means, low polygon and high polygon are both needed 189 00:11:14.760 --> 00:11:19.440 But there are differences in the production process of low and high polygon 190 00:11:19.440 --> 00:11:23.520 Modelling is done with tools like 3ds Max 191 00:11:23.520 --> 00:11:25.520 Maya, and Blender 192 00:11:25.520 --> 00:11:28.359 but since low polygon needs fewer vertex 193 00:11:28.359 --> 00:11:31.320 it can be mouse controlled 194 00:11:31.320 --> 00:11:33.400 But if there are more polygons 195 00:11:33.400 --> 00:11:36.799 it will be hard to select each vertex, edge, or face 196 00:11:36.799 --> 00:11:40.479 to control and create 197 00:11:40.479 --> 00:11:43.919 So in high polygon modelling 198 00:11:43.919 --> 00:11:47.039 there are two production methods 199 00:11:47.039 --> 00:11:50.119 One is hard surface modelling 200 00:11:50.119 --> 00:11:52.519 and the other is sculpting 201 00:11:52.519 --> 00:11:54.880 modelling method 202 00:11:54.880 --> 00:11:57.580 Hard surface modelling 203 00:11:57.580 --> 00:12:03.719 uses subdivide function of programs like 3ds Max, Maya, and Blender 204 00:12:03.719 --> 00:12:07.799 and smooth algorithm 205 00:12:07.799 --> 00:12:11.840 With the calculation formula of subdivide and smooth algorithm 206 00:12:11.840 --> 00:12:15.840 neat curved lines and edges can be expressed 207 00:12:15.840 --> 00:12:22.109 It is usually used in machines, arms, or armors in SF genres 208 00:12:22.109 --> 00:12:25.200 and other artifact modelling 209 00:12:25.200 --> 00:12:27.440 But this hard surface modelling 210 00:12:27.440 --> 00:12:30.400 needs a good understanding of smooth algorithm 211 00:12:30.400 --> 00:12:34.039 and it takes a lot of time since 212 00:12:34.039 --> 00:12:37.159 all edges need to be modeled by hand 213 00:12:37.159 --> 00:12:40.840 Sculpting modelling method is what emerged as the alternative of that 214 00:12:40.840 --> 00:12:45.119 Sculpting modelling is the method of 215 00:12:45.119 --> 00:12:48.469 naturally sculpting like using real clay 216 00:12:48.469 --> 00:12:51.320 or drawing with real brushes 217 00:12:51.320 --> 00:12:55.840 It is the method of sculpting, unlike 3ds Max 218 00:12:55.840 --> 00:12:59.039 so it can create resource that is very intuitive 219 00:12:59.039 --> 00:13:03.159 in expressing realistic texture 220 00:13:03.159 --> 00:13:08.280 and since it is intuitive, the result can be produced within a shorter period of time 221 00:13:08.280 --> 00:13:12.400 It is also a characteristic of this method that it uses tablets that can 222 00:13:12.400 --> 00:13:16.559 sense decompression since it uses brushes to express texture 223 00:13:16.559 --> 00:13:21.590 So it is usually used in creating modelling data for 224 00:13:21.590 --> 00:13:25.440 human body, alien creature, or other natural lives 225 00:13:25.440 --> 00:13:28.960 Now we’ll see what elements must be considered important for 226 00:13:28.960 --> 00:13:33.599 character modelling and background modelling 227 00:13:33.599 --> 00:13:35.719 Let’s see character modelling first 228 00:13:35.719 --> 00:13:39.559 Characters move 229 00:13:39.559 --> 00:13:44.000 They have movements like walking, running, jumping 230 00:13:44.000 --> 00:13:46.039 and can make facial expressions 231 00:13:46.039 --> 00:13:52.310 With these movements, since vertexes change places 232 00:13:52.310 --> 00:13:55.320 the shape and size of polygons change 233 00:13:55.320 --> 00:13:59.559 We call the net shape of polygons wire frame 234 00:13:59.559 --> 00:14:01.640 According to the wire frame’s structure 235 00:14:01.640 --> 00:14:05.599 these movements can look natural 236 00:14:05.599 --> 00:14:08.599 or awkward 237 00:14:08.599 --> 00:14:13.400 Especially for characters, they have muscles that contract and relax 238 00:14:13.400 --> 00:14:17.400 So it is important to take care of the polygon structure of the muscle movement 239 00:14:17.400 --> 00:14:21.719 So character modellers need to study about 240 00:14:21.719 --> 00:14:24.840 muscles and bones, that is 241 00:14:24.840 --> 00:14:28.359 anatomy and human body 242 00:14:28.359 --> 00:14:30.919 The most important thing is 243 00:14:30.919 --> 00:14:32.280 forming a wire frame 244 00:14:32.280 --> 00:14:33.719 that creates the most natural movement 245 00:14:33.719 --> 00:14:36.960 Now let’s take a look into background modelling 246 00:14:36.960 --> 00:14:42.080 3D space are composed of many objects and polygon structures 247 00:14:42.080 --> 00:14:45.919 so background modelling uses the method of modularization 248 00:14:45.919 --> 00:14:50.919 to create the best quality within the limited production environment 249 00:14:50.919 --> 00:14:53.840 You can think of modularization as parts 250 00:14:53.840 --> 00:14:58.359 They are like each one blocks of Lego 251 00:14:58.359 --> 00:15:03.039 Engines have the tendency to calculate less for objects that are 252 00:15:03.039 --> 00:15:07.320 duplicated, that is, instanced, compared to independent objects 253 00:15:07.320 --> 00:15:10.799 So to minimize what needs calculation 254 00:15:10.799 --> 00:15:16.540 it will be better for real time content to duplicate and instance as much objects 255 00:15:16.540 --> 00:15:19.400 as possible 256 00:15:19.400 --> 00:15:21.050 Here, background modellers 257 00:15:21.050 --> 00:15:24.880 try to minimize the number of parts, polygons 258 00:15:24.880 --> 00:15:28.880 and at the same time also the number of materials 259 00:15:28.880 --> 00:15:32.239 when creating the modelling data 260 00:15:32.239 --> 00:15:35.880 to build a level 261 00:15:35.880 --> 00:15:39.719 And background modelling also needs to take human scale into consideration 262 00:15:39.719 --> 00:15:43.520 Human scale means using the human body as a measurement 263 00:15:43.520 --> 00:15:46.440 to get an approximation of the scale of a space 264 00:15:46.440 --> 00:15:48.090 Especially in virtual spaces 265 00:15:48.090 --> 00:15:51.280 there are instances when this human scale is ignored 266 00:15:51.280 --> 00:15:56.039 For example let’s say we make a brick wall 267 00:15:56.039 --> 00:15:58.309 In real life, bricks’ size are standardized 268 00:15:58.309 --> 00:16:00.779 So we just need to use the standardized bricks 269 00:16:00.779 --> 00:16:02.359 and build the wall 270 00:16:02.359 --> 00:16:07.359 But in the virtual world, there is no such standard 271 00:16:07.359 --> 00:16:10.760 So if the work is done without any standard 272 00:16:10.760 --> 00:16:13.640 the bricks can become too big or too small 273 00:16:13.640 --> 00:16:16.799 making the space a very awkward one 274 00:16:16.799 --> 00:16:18.799 So this human scale method 275 00:16:19.010 --> 00:16:23.840 using humans as a standard to measure sizes 276 00:16:23.840 --> 00:16:26.359 is very important in background modelling 277 00:16:26.359 --> 00:16:28.760 Usually when doing background modelling 278 00:16:28.760 --> 00:16:31.960 the character that becomes the standard is first determined in size 279 00:16:31.960 --> 00:16:34.520 and then the design takes place comparing it to the character 280 00:16:34.520 --> 00:16:37.119 Of course, if a character is already made 281 00:16:37.119 --> 00:16:40.599 then one can use that one for comparison 282 00:16:40.599 --> 00:16:43.840 But if there isn’t a character to use 283 00:16:43.840 --> 00:16:46.359 then we need to establish an agreement in 284 00:16:46.359 --> 00:16:48.400 how big a person is going to be in this game 285 00:16:48.400 --> 00:16:52.400 Based on that agreement, the modelling takes place 286 00:16:52.400 --> 00:16:55.000 That way, the overall scale 287 00:16:55.000 --> 00:16:58.440 like the bricks have a sense of 288 00:16:58.440 --> 00:16:59.790 consistency 289 00:16:59.790 --> 00:17:03.610 Texturing 290 00:17:04.010 --> 00:17:07.359 Now that we’ve done the modelling we need texture 291 00:17:07.359 --> 00:17:11.079 Now we’ll learn about texturing 292 00:17:11.079 --> 00:17:13.920 Texturing is a part of material 293 00:17:13.920 --> 00:17:16.160 in 3D modelling 294 00:17:16.160 --> 00:17:18.920 I mentioned that material is calculations 295 00:17:18.920 --> 00:17:23.640 More accurately, it is the plate that contains 296 00:17:23.680 --> 00:17:29.680 the value that came out of the calculations in the material 297 00:17:29.680 --> 00:17:31.830 Material is a tool that 298 00:17:31.830 --> 00:17:34.640 uses many information contained in the material 299 00:17:34.640 --> 00:17:38.719 like numbers, textures, and other data 300 00:17:38.719 --> 00:17:40.640 to output values 301 00:17:40.640 --> 00:17:43.280 through calculations 302 00:17:43.280 --> 00:17:46.160 onto textures 303 00:17:46.160 --> 00:17:50.040 Modellers usually make textures and put them into material 304 00:17:50.040 --> 00:17:52.280 and to make that texture 305 00:17:52.319 --> 00:17:55.439 one must know some concepts needed for the 306 00:17:55.439 --> 00:17:59.359 expression of textures in 3D spaces 307 00:17:59.359 --> 00:18:02.079 So let’s take a look 308 00:18:02.079 --> 00:18:08.000 UV is a necessary information to put 2D texture 309 00:18:08.000 --> 00:18:10.839 in 3D modelling 310 00:18:10.839 --> 00:18:15.520 UV coordinate is like a coordinate with each face and polygon 311 00:18:15.520 --> 00:18:21.839 from a 3D object spreaded out 312 00:18:21.839 --> 00:18:26.959 It is connecting 3D space’s coordinate to that in a 2D surface’s coordinate 313 00:18:26.959 --> 00:18:29.920 so that a texture applied in the 2D plane 314 00:18:29.920 --> 00:18:32.520 and the colors are applied 315 00:18:32.520 --> 00:18:35.680 on the corresponding 3D coordinate 316 00:18:35.680 --> 00:18:39.599 so that it shows up on the 3D model 317 00:18:39.599 --> 00:18:44.640 For example, like shown on the picture, you spread out a cube 318 00:18:44.640 --> 00:18:48.199 onto a 2D plane 319 00:18:48.199 --> 00:18:51.800 And applying texture on this 2D space 320 00:18:51.800 --> 00:18:56.239 Saying that we have red on the left 321 00:18:56.239 --> 00:18:59.359 that will be this part in the 3D space 322 00:18:59.359 --> 00:19:02.800 Through the process of this part becoming red 323 00:19:02.800 --> 00:19:06.719 the model's side will become red 324 00:19:06.719 --> 00:19:08.160 That's the process 325 00:19:08.160 --> 00:19:13.359 Here, the 2D plane's coordinates have 326 00:19:13.359 --> 00:19:16.599 U coordinate horizontally, and V coordinate vertically 327 00:19:16.599 --> 00:19:18.800 making the name UV coordinate 328 00:19:18.800 --> 00:19:24.239 Like this, the process of spreading the 3D space's coordinate onto a UV coordinate 329 00:19:24.239 --> 00:19:30.599 is called UV unwrap 330 00:19:30.599 --> 00:19:33.199 The reason why we do this UV unwrap 331 00:19:33.199 --> 00:19:36.560 is because we are used to drawing on flat surfaces 332 00:19:36.560 --> 00:19:39.839 and also because in engine programs it is easier to 333 00:19:39.839 --> 00:19:41.959 manage flat image data 334 00:19:41.959 --> 00:19:45.760 And these flat image data on UV coordinates are 335 00:19:45.760 --> 00:19:49.199 called texture or map 336 00:19:49.199 --> 00:19:52.469 Using this texture and UV coordinates 337 00:19:52.469 --> 00:19:56.680 high quality texture can be expressed in real time content 338 00:19:56.680 --> 00:19:59.959 and not only common textures that we know 339 00:19:59.959 --> 00:20:03.190 but also unique textures that 340 00:20:03.190 --> 00:20:05.560 do not exist in real life can also be expressed 341 00:20:05.560 --> 00:20:08.560 So UV unwrap becomes a necessary process 342 00:20:08.560 --> 00:20:12.439 in modelling data for real time content 343 00:20:12.439 --> 00:20:14.560 If UV coordinates are ready 344 00:20:14.560 --> 00:20:18.400 now we need to make the right texture on the coordinates 345 00:20:18.400 --> 00:20:24.079 We must have an understanding of materials 346 00:20:24.079 --> 00:20:26.040 and how the calculations are done in order to 347 00:20:26.040 --> 00:20:29.479 express these texture on 3D space or 3D data 348 00:20:29.479 --> 00:20:34.040 Majority of 3D rendering programs including Unreal Engine 349 00:20:34.040 --> 00:20:36.280 use the method of PBR 350 00:20:36.280 --> 00:20:39.839 to express texture 351 00:20:39.839 --> 00:20:42.560 To understand material, you must know about 352 00:20:42.560 --> 00:20:44.000 PBR system first 353 00:20:44.160 --> 00:20:49.199 PBR system stands for 354 00:20:49.199 --> 00:20:52.719 Physically Based Rendering 355 00:20:52.719 --> 00:20:55.839 Light hits an object and is reflected from its surface 356 00:20:55.839 --> 00:20:58.760 which then enters our eyes so that we see it 357 00:20:58.760 --> 00:21:01.760 This is the process that human eye or cameras 358 00:21:01.760 --> 00:21:05.000 see an object or color 359 00:21:05.000 --> 00:21:10.479 Computers calculate the path of the light 360 00:21:10.479 --> 00:21:14.239 being reflected from an object's surface using physical formula 361 00:21:14.239 --> 00:21:17.599 and shows the result using material 362 00:21:17.599 --> 00:21:22.959 Since it replicates how light enters our eyes in real life 363 00:21:22.959 --> 00:21:25.959 PBR system method is good for 364 00:21:25.959 --> 00:21:28.800 realistic depiction 365 00:21:28.800 --> 00:21:31.800 On the other hand, it takes quite long 366 00:21:31.800 --> 00:21:34.839 to replicate such process 367 00:21:34.839 --> 00:21:36.800 so it has been being used in 368 00:21:36.800 --> 00:21:39.760 non-real time content like movies and product rendering 369 00:21:39.760 --> 00:21:42.400 But with hardware and engine developing 370 00:21:42.400 --> 00:21:45.959 and PBR system as well 371 00:21:45.959 --> 00:21:49.359 now it is an expression system 372 00:21:49.359 --> 00:21:52.319 used in real time content as well 373 00:21:52.319 --> 00:21:56.839 And with base color, metallic, and roughness 374 00:21:56.839 --> 00:22:02.119 it can express almost every texture very simply 375 00:22:02.119 --> 00:22:04.520 so creative environment development is possible 376 00:22:04.520 --> 00:22:08.319 Hence making it very widely used 377 00:22:08.319 --> 00:22:11.560 PBR system is a rendering method used in most modern 378 00:22:11.560 --> 00:22:13.959 computer graphic tools 379 00:22:13.959 --> 00:22:17.359 So no matter real time content or not 380 00:22:17.359 --> 00:22:21.000 it's just that the options are a little different for each type 381 00:22:21.000 --> 00:22:24.319 PBR system is used in most graphic tools 382 00:22:24.319 --> 00:22:28.959 And the structure of texture expression are mostly similar 383 00:22:28.959 --> 00:22:34.280 The result of calculations for texture expression using information like 384 00:22:34.280 --> 00:22:36.920 texture, image, color, and numbers 385 00:22:36.920 --> 00:22:38.800 are delivered to cameras 386 00:22:38.800 --> 00:22:41.640 Here, the formula using informations 387 00:22:41.640 --> 00:22:43.839 is called shader 388 00:22:43.839 --> 00:22:45.760 And the result value of shader 389 00:22:45.760 --> 00:22:48.359 is put in the bowl, material 390 00:22:48.359 --> 00:22:52.719 which is again calculated with the many conditions in the 3D space 391 00:22:52.719 --> 00:22:55.640 I said that the bowl here was material 392 00:22:55.640 --> 00:22:58.729 So this material is, as shown in the diagram 393 00:22:58.729 --> 00:23:02.040 consisting of information, shader that calculates these informations 394 00:23:02.040 --> 00:23:05.400 and material that contains the results 395 00:23:05.400 --> 00:23:07.920 of the shader 396 00:23:07.920 --> 00:23:10.000 Using PBR system to express graphics 397 00:23:10.000 --> 00:23:12.199 are usually similar to this form 398 00:23:12.199 --> 00:23:16.479 but Blender, 3ds Max, Maya, Undreal, Unity 399 00:23:16.479 --> 00:23:21.239 and such tools all have different ways of expressing PBR 400 00:23:21.239 --> 00:23:25.359 Which is obvious since each tools have different program structure 401 00:23:25.359 --> 00:23:28.800 Since the rendering, that is, how it screens it 402 00:23:28.800 --> 00:23:33.280 differs for each programs 403 00:23:33.280 --> 00:23:36.160 not only the shader calculation formula 404 00:23:36.160 --> 00:23:40.640 but also the types and names of shaders are all different for each programs 405 00:23:40.640 --> 00:23:44.479 So you can't copy only the material between programs 406 00:23:44.479 --> 00:23:46.920 and take it to another tool 407 00:23:46.920 --> 00:23:52.880 so you need to take only the texture and information used in shader 408 00:23:52.880 --> 00:23:57.280 to remake material in the new tool 409 00:23:57.280 --> 00:24:00.599 Of course, even with the same texture and same numbers 410 00:24:00.599 --> 00:24:02.479 each tools show different textures 411 00:24:02.479 --> 00:24:04.800 so each tools need detailed settings 412 00:24:04.800 --> 00:24:08.880 Then let's take a look into PBR rendering expression elements 413 00:24:08.880 --> 00:24:15.199 There are base color, metallic, and roughness in PBR rendering expression elements 414 00:24:15.199 --> 00:24:19.359 Base color is the color that has its own texture 415 00:24:19.359 --> 00:24:22.000 Red, blue, green, yellow 416 00:24:22.000 --> 00:24:24.079 These general colors are them 417 00:24:24.079 --> 00:24:29.719 Digital color use red, green, and blue 418 00:24:29.719 --> 00:24:32.479 to mix and express other colors 419 00:24:32.479 --> 00:24:38.119 The color is how much of each red, green, and blue are mixed in 420 00:24:38.119 --> 00:24:44.880 SO each colors are called R channel, G channel, B channel 421 00:24:44.880 --> 00:24:48.800 and called RGB channel all together 422 00:24:48.800 --> 00:24:57.280 And these channels are shown from 0 to 255, that is, in 256 integers 423 00:24:57.280 --> 00:25:04.959 so 0, 0% means there's non, and 255, 100% means there is 424 00:25:04.959 --> 00:25:08.880 And 0 is black 425 00:25:08.880 --> 00:25:13.439 and 255 is white 426 00:25:13.439 --> 00:25:17.280 The middle of about 125 would be grey 427 00:25:17.280 --> 00:25:21.680 So each channel is in black and white 428 00:25:21.800 --> 00:25:26.920 Again, color is made of channels that are in black and white 429 00:25:26.920 --> 00:25:32.680 which are R channel, G channel, B channel 430 00:25:32.680 --> 00:25:35.880 that is, RGB channel 431 00:25:35.880 --> 00:25:41.280 Usually digital color is expressed by numbers from 0 to 255 432 00:25:41.280 --> 00:25:46.199 but Unreal switches this 0 to 255 433 00:25:46.199 --> 00:25:49.800 to numbers from 0 to 1 434 00:25:49.800 --> 00:25:53.760 So the grey in the middle will be something like 0.5 435 00:25:53.760 --> 00:25:58.000 It might be a little confusing, but in engines, for convenience in calculations 436 00:25:58.000 --> 00:26:00.079 this is understandable 437 00:26:00.079 --> 00:26:03.560 Next is metallic 438 00:26:03.560 --> 00:26:08.599 It is determined based on whether the material is metal or not 439 00:26:08.599 --> 00:26:12.520 0 means not metallic, black 440 00:26:12.520 --> 00:26:17.359 and 255 means metallic, white 441 00:26:17.359 --> 00:26:21.280 Then we have roughness 442 00:26:21.280 --> 00:26:24.800 It expresses the surface's smoothness and roughness 443 00:26:24.800 --> 00:26:29.319 0 means the surface ins't rough, but smooth, 444 00:26:29.319 --> 00:26:31.160 and in black 445 00:26:31.160 --> 00:26:34.959 255 means the surface is rough 446 00:26:34.959 --> 00:26:39.400 and in white 447 00:26:39.400 --> 00:26:41.319 Like this, the information in numbers 448 00:26:41.319 --> 00:26:44.680 are put in each pixels to match the UV coordinates 449 00:26:44.880 --> 00:26:47.680 to show these textures 450 00:26:47.680 --> 00:26:50.520 Base color uses all RGB channels 451 00:26:50.520 --> 00:26:53.119 so makes a colorful image 452 00:26:53.119 --> 00:26:55.680 But metallic and roughness 453 00:26:55.680 --> 00:26:59.560 have only numbers from 0 to 255 454 00:26:59.560 --> 00:27:04.079 so they create images in black and white 455 00:27:04.079 --> 00:27:06.959 Putting color to UV coordinates 456 00:27:06.959 --> 00:27:10.319 are done in Photoshop and Substance Painter 457 00:27:10.319 --> 00:27:11.760 It sounded a bit complicated 458 00:27:11.760 --> 00:27:16.239 but it's just drawing with the UV coordinate as the sketch 459 00:27:16.239 --> 00:27:18.359 When working with Photoshop 460 00:27:18.359 --> 00:27:23.160 each elements of PBR, that is, for base color, metallic, and smoothness 461 00:27:23.160 --> 00:27:24.959 are all separately made 462 00:27:24.959 --> 00:27:27.160 while on Substance Painter 463 00:27:27.160 --> 00:27:31.400 the texture is made with all elements of PBR applied 464 00:27:31.400 --> 00:27:35.359 and each elements are extracted 465 00:27:35.359 --> 00:27:39.199 Since Substance Painter let's you see the final result while working 466 00:27:39.199 --> 00:27:44.800 and it's in an intuitive way of painting right onto the 3D modelling data 467 00:27:44.800 --> 00:27:48.800 these days, usually Substance Painter is used 468 00:27:48.800 --> 00:27:51.640 and Photoshop is used for 469 00:27:51.640 --> 00:27:56.000 editing the final extracted file or making resource needed in 470 00:27:56.000 --> 00:28:00.520 Substance Painter 471 00:28:00.520 --> 00:28:05.040 Then let's talk about image files that contain color information 472 00:28:05.079 --> 00:28:11.479 I mentioned that digital image use three colors, RGB to express colors 473 00:28:11.479 --> 00:28:14.040 Another channel is added here 474 00:28:14.040 --> 00:28:18.079 A, alpha channel is added 475 00:28:18.079 --> 00:28:21.839 This channel signifies transparency 476 00:28:21.839 --> 00:28:23.640 0 is black 477 00:28:23.640 --> 00:28:25.400 Black means that you can't see it 478 00:28:25.400 --> 00:28:28.119 there for transparent 479 00:28:28.119 --> 00:28:31.520 And 255, 1 in Unreal 480 00:28:31.760 --> 00:28:35.079 means showing 100% 481 00:28:35.079 --> 00:28:38.920 that is, opaque 482 00:28:38.920 --> 00:28:42.439 Like this, digital color consists of four channels 483 00:28:42.439 --> 00:28:44.760 The monitor screen that you're seeing 484 00:28:44.760 --> 00:28:48.400 or web browser, app images on your phone 485 00:28:48.400 --> 00:28:53.280 We'll now learn about these, which are a file, texture, an image format 486 00:28:53.280 --> 00:28:56.560 Sometimes, this transparency information might not be needed 487 00:28:56.560 --> 00:29:00.839 Since each channel means increased content 488 00:29:01.040 --> 00:29:04.000 so if the channel isn't needed, you can omit it 489 00:29:04.000 --> 00:29:08.199 So image files are divided into those that have alpha channel 490 00:29:08.199 --> 00:29:12.439 and those that don't 491 00:29:12.439 --> 00:29:15.680 png files that we often use 492 00:29:15.680 --> 00:29:20.839 have all four channels of R, G, B, A 493 00:29:20.839 --> 00:29:26.579 It is a file format with both color and transparency 494 00:29:26.579 --> 00:29:29.400 Other than png, in the modelling industry 495 00:29:29.400 --> 00:29:32.359 a format called Targa is also widely used 496 00:29:32.359 --> 00:29:37.680 Targa format also uses R, G, B, A to express images 497 00:29:37.680 --> 00:29:39.800 meaning that it can express transparency 498 00:29:39.800 --> 00:29:45.400 On the other hand, we also use jpg file very often 499 00:29:45.400 --> 00:29:50.520 It is an image format with small size and high quality 500 00:29:50.520 --> 00:29:54.880 This jpg format does not have transparency information 501 00:29:54.880 --> 00:29:58.000 which means that there is no alpha channel 502 00:29:58.000 --> 00:30:00.599 It only has three channels that express color, R, G, and B 503 00:30:00.599 --> 00:30:02.119 which is why it takes up smaller storage space 504 00:30:02.119 --> 00:30:03.800 So when you're working on a document 505 00:30:03.800 --> 00:30:07.239 and you download an image from the internet 506 00:30:07.239 --> 00:30:09.640 You might have experienced when you downloaded it because you thought 507 00:30:09.640 --> 00:30:14.400 it didn't have a background but there it a white background 508 00:30:14.400 --> 00:30:16.920 Those images will mostly be jpg format images 509 00:30:16.920 --> 00:30:19.439 that don't have alpha channel 510 00:30:19.439 --> 00:30:22.000 So to download a transparent image 511 00:30:22.000 --> 00:30:26.719 you need to look for png files instead of jpg files 512 00:30:26.719 --> 00:30:29.599 You can use these image files made of channels 513 00:30:29.599 --> 00:30:32.880 to make a merged map 514 00:30:32.880 --> 00:30:34.359 Merged map 515 00:30:34.359 --> 00:30:38.839 Each channels were images made of black and white 516 00:30:38.839 --> 00:30:41.719 When expressing color 517 00:30:41.719 --> 00:30:45.280 you use all three channels of R, G, B 518 00:30:45.280 --> 00:30:49.000 For example, metallic or roughness 519 00:30:49.000 --> 00:30:52.760 don't need all three channels 520 00:30:52.760 --> 00:30:56.280 It only needs one 521 00:30:56.280 --> 00:31:00.800 But for image files, jpg has the least 522 00:31:00.800 --> 00:31:03.640 which still uses three channels 523 00:31:03.640 --> 00:31:05.839 So it uses three channels 524 00:31:05.839 --> 00:31:09.359 to express one channel 525 00:31:09.359 --> 00:31:12.880 when making colors 526 00:31:12.880 --> 00:31:14.680 which is very inefficient 527 00:31:14.680 --> 00:31:17.520 So for example, if you put data of metallic on R channel 528 00:31:17.520 --> 00:31:19.170 and roughness on G channel 529 00:31:19.170 --> 00:31:24.160 and something else on B channel 530 00:31:24.160 --> 00:31:27.119 each element don't need separate files 531 00:31:27.119 --> 00:31:30.199 but one image file can be used 532 00:31:30.199 --> 00:31:33.599 to manage all information 533 00:31:33.599 --> 00:31:37.560 Then the size of the file also decreases 534 00:31:37.560 --> 00:31:43.640 This method of texture is called merged map or merged texture 535 00:31:43.640 --> 00:31:48.199 This merge map is very useful in Unreal Engine 536 00:31:48.199 --> 00:31:52.719 Unreal Engine's material is in visual scripting method 537 00:31:52.719 --> 00:31:54.680 What that is is 538 00:31:54.680 --> 00:31:56.479 Usually when making a code 539 00:31:56.479 --> 00:32:00.560 we think of writing from top down 540 00:32:00.560 --> 00:32:03.400 We read sentences and read the flow of data 541 00:32:03.400 --> 00:32:07.680 and we also need to know the grammar the edit it 542 00:32:07.680 --> 00:32:10.760 Making these complex things intuitive 543 00:32:10.760 --> 00:32:14.359 is visual scripting 544 00:32:14.359 --> 00:32:17.359 Visual scripting is connecting boxes called nodes 545 00:32:17.359 --> 00:32:22.199 that contain data or calculations with lines 546 00:32:22.199 --> 00:32:24.560 so that data information can move 547 00:32:24.560 --> 00:32:28.880 as a visual coding method 548 00:32:28.880 --> 00:32:33.839 Unreal's material expresses texture using 549 00:32:33.839 --> 00:32:36.160 this visual scripting method 550 00:32:36.160 --> 00:32:40.160 For example, for the base color of this material 551 00:32:40.160 --> 00:32:42.319 we connect texture node 552 00:32:42.319 --> 00:32:46.719 and to metallic, we connect the information value or 553 00:32:46.719 --> 00:32:49.560 texture of metallic 554 00:32:49.560 --> 00:32:53.160 We can also change or edit the 555 00:32:53.160 --> 00:32:58.000 information and switch them to other ones 556 00:32:58.000 --> 00:33:00.599 which is arithmetic construction 557 00:33:00.599 --> 00:33:03.119 If you make this arithmetic construction 558 00:33:03.119 --> 00:33:06.359 it can create a very complicated node 559 00:33:06.359 --> 00:33:09.920 but it will be much more free in expression 560 00:33:09.920 --> 00:33:11.640 without writing codes 561 00:33:11.640 --> 00:33:16.319 Since Unreal's material aims for flexible construction 562 00:33:16.319 --> 00:33:19.160 it has a function that let's one separate 563 00:33:19.160 --> 00:33:22.239 each channels of an image 564 00:33:22.239 --> 00:33:26.400 So a merged map file construction is possible 565 00:33:26.400 --> 00:33:30.319 We talked about the format in which base color, metallic 566 00:33:30.319 --> 00:33:33.560 roughness, which are PBR elements and texture information 567 00:33:33.560 --> 00:33:36.040 There are various elements 568 00:33:36.040 --> 00:33:37.760 used to express other additional details 569 00:33:37.760 --> 00:33:41.000 and now we'll learn about normal map 570 00:33:41.000 --> 00:33:44.760 which is used the most as it produces the most effect with a low cost 571 00:33:44.760 --> 00:33:51.119 Normal map is a concept of showing a flat polygon as if it is curved 572 00:33:51.119 --> 00:33:56.280 We were making shapes with polygon modelling 573 00:33:56.280 --> 00:33:57.880 In polygon modelling 574 00:33:57.880 --> 00:34:03.599 polygons between vertex and another need to be flat planes 575 00:34:03.599 --> 00:34:06.680 So to create a curve surface 576 00:34:06.680 --> 00:34:10.520 a lot of flat polygons are needed 577 00:34:10.520 --> 00:34:13.439 If there are many polygons, there needs more calculations 578 00:34:13.439 --> 00:34:15.120 so it becomes inefficient 579 00:34:15.120 --> 00:34:18.719 So to create a curve look on a flat surface 580 00:34:18.719 --> 00:34:22.239 without adding faces 581 00:34:22.239 --> 00:34:24.919 the concept of normal map 582 00:34:24.919 --> 00:34:27.600 was created 583 00:34:27.600 --> 00:34:32.040 Usually normal is used to calculate light 584 00:34:32.040 --> 00:34:35.879 Each face has perpendicular directivity 585 00:34:35.879 --> 00:34:38.199 We call that directivity normal 586 00:34:38.199 --> 00:34:39.959 In Korean it is 법선 587 00:34:40.000 --> 00:34:44.320 So we also commonly call it normal 법선 588 00:34:44.320 --> 00:34:46.639 With this normal as the standard 589 00:34:46.639 --> 00:34:48.479 if the surface is going to be 590 00:34:48.479 --> 00:34:49.959 shown as bright or dark 591 00:34:49.959 --> 00:34:51.919 is determined based on if the light is 592 00:34:51.919 --> 00:34:54.159 shone diagonally, vertically 593 00:34:54.159 --> 00:34:56.560 or from the back 594 00:34:56.560 --> 00:34:59.840 So bright and dark expression is made 595 00:34:59.840 --> 00:35:01.439 Shadows are created 596 00:35:01.439 --> 00:35:04.399 Here, developers think 597 00:35:04.399 --> 00:35:07.120 how we should make use of this idea of 598 00:35:07.120 --> 00:35:11.159 how we see bright and dark parts 599 00:35:11.159 --> 00:35:14.399 as protruding or sunken 600 00:35:14.399 --> 00:35:16.159 The solution that they came up with is 601 00:35:16.159 --> 00:35:18.280 Each faces have perpendicular normal values 602 00:35:18.280 --> 00:35:20.879 and if these normals are forced to be tilted 603 00:35:20.879 --> 00:35:23.000 the light will fall vertically 604 00:35:23.000 --> 00:35:26.199 but since the normal is tilted 605 00:35:26.199 --> 00:35:33.760 the calculation will take the light as being shone from the side 606 00:35:33.760 --> 00:35:38.080 which means that it has become possible to control the faces' angles 607 00:35:38.080 --> 00:35:40.320 Developing this 608 00:35:40.320 --> 00:35:43.320 if each pixel for UV coordinates' 609 00:35:43.320 --> 00:35:45.919 normal direction value is recorded 610 00:35:45.919 --> 00:35:50.639 bringing back this value from the texture in the material 611 00:35:50.639 --> 00:35:56.560 each of the normal direction is taken into the calculation 612 00:35:56.560 --> 00:35:59.719 like this pixel recieves light 613 00:35:59.719 --> 00:36:02.760 while this one doesn't 614 00:36:02.760 --> 00:36:07.600 and make it look like there is curvature 615 00:36:07.600 --> 00:36:09.199 This is the normal map method 616 00:36:09.199 --> 00:36:12.479 that we use a lot 617 00:36:12.479 --> 00:36:15.040 So if this normal map method is used well 618 00:36:15.040 --> 00:36:16.879 like you see in the pictures 619 00:36:16.879 --> 00:36:20.239 this data made of countless faces 620 00:36:20.239 --> 00:36:23.360 can be made in low polygon 621 00:36:23.360 --> 00:36:26.520 so that it is still low polygon but 622 00:36:26.520 --> 00:36:30.080 looks like high polygon with a lot of detail 623 00:36:30.080 --> 00:36:32.199 So to create a normal 624 00:36:32.199 --> 00:36:35.199 a low polygon which will be the engine resource 625 00:36:35.199 --> 00:36:38.320 and a high polygon data with detailed face information 626 00:36:38.320 --> 00:36:39.840 are necessary 627 00:36:39.840 --> 00:36:42.439 On the low polygon's normal map texture 628 00:36:42.439 --> 00:36:44.080 high polygon's data's 629 00:36:44.080 --> 00:36:46.500 normal information is recorded 630 00:36:46.500 --> 00:36:49.600 and this is called baking 631 00:36:49.600 --> 00:36:54.520 This is possible in 3Ds Max, Maya, and Blender 632 00:36:54.520 --> 00:36:58.800 but these days, it is usually done in Substance Painter 633 00:36:58.800 --> 00:37:01.159 To recap the process of making a normal map 634 00:37:01.159 --> 00:37:04.679 First, on Max, Maya, or Blender 635 00:37:04.679 --> 00:37:07.639 create low polygon and high polygon data 636 00:37:07.639 --> 00:37:11.840 You can also make high polygon data on Zbrush 637 00:37:11.840 --> 00:37:16.040 And low polygon will have a UV spread out 638 00:37:16.040 --> 00:37:20.679 Taking these two data to Substance Painter 639 00:37:20.679 --> 00:37:22.879 Bake the high polygon normal information 640 00:37:22.879 --> 00:37:27.639 on the low polygon normal map texture 641 00:37:27.639 --> 00:37:31.320 If you bake on Substance Painter you can automatically see it 642 00:37:31.320 --> 00:37:35.600 But on other tools, you'll have to manually 643 00:37:35.600 --> 00:37:37.719 apply them to check it 644 00:37:37.719 --> 00:37:41.120 Baking might not be done perfectly in just one time 645 00:37:41.120 --> 00:37:44.760 so you will have to adjust the settings little by little 646 00:37:44.760 --> 00:37:48.120 and do the process multiple times to find the optimal result 647 00:37:48.120 --> 00:37:51.800 Once this final extracted normal map texture is 648 00:37:51.800 --> 00:37:54.280 applied on engine material 649 00:37:54.280 --> 00:37:56.399 and combined with the low polygon 650 00:37:56.520 --> 00:38:02.320 a detailed surface using fewer polygon is complete 651 00:38:02.320 --> 00:38:05.600 This final modelling and texturing are 652 00:38:05.600 --> 00:38:09.159 saved as files so that it can be moved to engines 653 00:38:09.159 --> 00:38:12.639 Mesh is saved as FBX 654 00:38:12.639 --> 00:38:15.919 FBX is a widely used 3D format 655 00:38:15.919 --> 00:38:17.719 Not only modelling data 656 00:38:17.719 --> 00:38:20.760 but vertex information or animations 657 00:38:20.760 --> 00:38:24.439 and other information needed for content production can be stored 658 00:38:24.439 --> 00:38:28.199 so it is the most used 3D format 659 00:38:28.199 --> 00:38:30.679 used in the real time content production industry 660 00:38:30.679 --> 00:38:33.000 And the image applied on materials 661 00:38:33.000 --> 00:38:35.840 and textures are extracted as png, 662 00:38:35.840 --> 00:38:40.639 Targa, or jpg format 663 00:38:40.639 --> 00:38:44.439 If it is a project using PBR elements and normal map information 664 00:38:44.439 --> 00:38:48.080 it will make more than three types of image files 665 00:38:48.080 --> 00:38:51.719 One FBX file, three texture files 666 00:38:51.719 --> 00:38:56.239 A total of four files will be one set 667 00:38:56.239 --> 00:39:01.919 These mesh and texture are imported in engines 668 00:39:01.919 --> 00:39:04.639 and material is made again 669 00:39:04.639 --> 00:39:08.760 This material is applied on the mesh 670 00:39:08.760 --> 00:39:14.040 and combined to create the final model 671 00:39:14.040 --> 00:39:17.800 and that concludes the modelling work of a modeller 672 00:39:17.800 --> 00:39:20.040 Wrapping up what we've learned in this lecture 673 00:39:20.040 --> 00:39:21.639 let me finish today's lecture 674 00:39:21.639 --> 00:39:22.450 Thank you 675 00:39:23.300 --> 00:39:25.287 Understanding modelling job group: what is a modeller? Turning a designed character or architecture into a 3D object that an be used in engines Divided into character modelling and background modelling 676 00:39:25.287 --> 00:39:27.257 3D modelling Types of 3D modelling Low poly: Modelling made of minimum number of polygons 677 00:39:27.257 --> 00:39:28.308 High poly: modelling without limitation in the number of polygons 678 00:39:28.308 --> 00:39:29.509 Character modelling & background modelling Modularization: better to duplicate and instance as much object of a level as possible Human scale: measuring a space with human body as the standard 679 00:39:29.509 --> 00:39:30.509 Must have a size of standard and design while comparing with that 680 00:39:30.510 --> 00:39:32.500 Texturing What is UV? The necessary information to apply 2D texture on 3D modelling 681 00:39:32.500 --> 00:39:33.900 PBR system(Physically Based Rendering) Majority of textures can be simply expressed with base color, metallic, and roughness 682 00:39:33.900 --> 00:39:35.051 Digital image use R(Red), G(Green), B(Blue), A(Alpha) channels 683 00:39:35.051 --> 00:39:36.102 What is merged map? A texture that can manage various information in one image file by containing data information in each channels 684 00:39:36.102 --> 00:39:37.803 What is normal map? Expressing flat polygons as if they are curved Normal is a system made to express detailed shapes with fewer polygons 685 00:39:37.803 --> 00:39:38.803 The End