WEBVTT 1 00:00:04.575 --> 00:00:10.425 Animation advanced 3D Character Mapping 2 00:00:25.325 --> 00:00:26.225 Hello 3 00:00:26.225 --> 00:00:29.875 This is Seunghan Yoon for the Maya modeling class 4 00:00:30.175 --> 00:00:34.575 The shading process almost entirely utilizes textures 5 00:00:34.575 --> 00:00:37.525 Texture creation in the animation industry 6 00:00:37.525 --> 00:00:41.125 mainly used Photoshop in the past, but these days 7 00:00:41.125 --> 00:00:45.175 along with the use of high-quality texture sales sites 8 00:00:45.175 --> 00:00:47.575 a powerful texture creation program, 9 00:00:47.575 --> 00:00:51.375 Substance Painter became the industry standard 10 00:00:51.375 --> 00:00:54.125 Substance Painter is different from Photoshop 11 00:00:54.125 --> 00:00:57.725 You can work directly on the 3D display 12 00:00:57.725 --> 00:01:01.475 and various materials are provided 13 00:01:01.475 --> 00:01:07.025 And color, roughness, and normal texture 14 00:01:07.025 --> 00:01:09.175 production and creation are done all at once 15 00:01:09.525 --> 00:01:11.625 Not only in the animation industry 16 00:01:11.625 --> 00:01:14.175 but also in many video production companies, including games, 17 00:01:14.175 --> 00:01:15.875 it is one of the favorites 18 00:01:16.675 --> 00:01:21.325 However, this video is about learning about Maya's functions 19 00:01:21.325 --> 00:01:23.275 so I'll just mention it here 20 00:01:23.275 --> 00:01:26.775 In this course, we will learn about the basic shaders of Redshift 21 00:01:26.775 --> 00:01:30.325 with textures available on free sites 22 00:01:31.225 --> 00:01:34.775 The learning objectives for this lesson are UV theorem and 23 00:01:34.775 --> 00:01:37.925 expressing various textures using textures 24 00:01:37.925 --> 00:01:40.025 The learning content is 25 00:01:40.025 --> 00:01:44.525 First, efficiently spread and organize UVs 26 00:01:44.525 --> 00:01:49.575 Second, expressing textures through shaders 27 00:01:49.575 --> 00:01:53.575 Efficiently deploy and organize UVs 28 00:01:54.225 --> 00:01:57.275 Shading work is the process of creating a gray polygonal mass 29 00:01:57.275 --> 00:02:01.525 and adding more realistic colors and textures 30 00:02:01.525 --> 00:02:03.775 We mainly use textures, but 31 00:02:03.775 --> 00:02:07.875 depending on the style of the animation, instead of textures, 32 00:02:07.875 --> 00:02:11.025 there are many cases where work is done only with coloring 33 00:02:11.425 --> 00:02:15.625 We are going to do shading using color and texture 34 00:02:15.625 --> 00:02:17.575 Before we get into shading 35 00:02:17.575 --> 00:02:20.975 First, you need to unfold the UV of the model 36 00:02:20.975 --> 00:02:24.425 No special techniques are required to unfold UV 37 00:02:24.425 --> 00:02:27.925 I think you just need to be aware of a few things 38 00:02:27.925 --> 00:02:31.325 For reference, this lecture is conducted on the assumption 39 00:02:31.325 --> 00:02:34.225 that you are familiar with the basic functions of Maya 40 00:02:34.225 --> 00:02:37.225 Please note that the lecture will proceed 41 00:02:37.225 --> 00:02:40.375 beyond basic functions, focusing on work tips 42 00:02:41.125 --> 00:02:44.925 First is things to keep in mind when working with UV 43 00:02:44.925 --> 00:02:51.925 When cutting UV, we will cut mainly the invisible parts 44 00:02:56.925 --> 00:03:00.775 The basic objects provided in Maya are 45 00:03:00.775 --> 00:03:04.375 originally created with the UV spread out from the beginning 46 00:03:04.375 --> 00:03:07.075 There is something here that you need to pay close attention to 47 00:03:07.075 --> 00:03:09.975 UV and vertex correspond to each other, but 48 00:03:09.975 --> 00:03:14.375 It's not necessarily the case that the UVs match the number of vertices 49 00:03:15.075 --> 00:03:16.625 If you look here 50 00:03:18.675 --> 00:03:21.075 If you select one vertex, 51 00:03:21.075 --> 00:03:25.925 On a 3D display, there is only one vertex 52 00:03:30.575 --> 00:03:34.175 If you look at this in the UV editor window, 53 00:03:34.175 --> 00:03:38.325 The UV point are two of them 54 00:03:39.525 --> 00:03:45.175 This UV is 55 00:03:45.175 --> 00:03:47.675 the part that is separated during the unfolding process of the 3D objects 56 00:03:47.675 --> 00:03:51.475 Just like a globe and a world map 57 00:03:51.475 --> 00:03:53.875 The edge of this separate part 58 00:03:55.025 --> 00:03:59.475 The edge of this separated part is called a seam 59 00:03:59.475 --> 00:04:02.175 This, this 60 00:04:07.475 --> 00:04:11.925 Let's try applying a texture here 61 00:04:11.925 --> 00:04:18.225 Search for Lambert in Maya in Hyper Shaders 62 00:04:33.225 --> 00:04:35.175 Load the checker file 63 00:04:35.175 --> 00:04:37.625 To put it simply, the checker file 64 00:04:39.525 --> 00:04:44.425 There are a series of rectangular shapes like this 65 00:04:44.425 --> 00:04:48.775 It refers to a file that is literally made in the shape of a checker 66 00:04:48.775 --> 00:04:51.675 in the form of numbers or squares 67 00:04:51.675 --> 00:04:57.375 to check for sagging or interlocking parts of the face 68 00:05:04.575 --> 00:05:07.275 If you look at the seam part 69 00:05:16.825 --> 00:05:20.625 The textures of the seam do not mesh with each other 70 00:05:20.625 --> 00:05:24.825 You can see that they are connected with completely different textures 71 00:05:28.725 --> 00:05:31.975 This scene is a very noticeable part of the actual video 72 00:05:31.975 --> 00:05:34.175 So it must be corrected 73 00:05:34.175 --> 00:05:38.175 If possible, cut in a place where the UV seams are not visible 74 00:05:38.175 --> 00:05:41.475 This will reduce the chances of these parts being noticeable 75 00:05:41.475 --> 00:05:44.475 For example, when making a costume, there are cases like this 76 00:05:52.375 --> 00:05:54.475 Here are two clothes 77 00:05:54.475 --> 00:05:56.925 There is little difference between these 78 00:05:56.925 --> 00:06:02.325 I just left a sewing mark on the fabric on the right 79 00:06:03.225 --> 00:06:06.325 There are no sewing marks on the clothes on the left 80 00:06:06.325 --> 00:06:09.725 On the right one, I modeled the sewing traces 81 00:06:12.175 --> 00:06:14.925 If you check with the UV editor 82 00:06:14.925 --> 00:06:22.025 UV is divided into two sides, front and back 83 00:06:22.025 --> 00:06:25.025 The UV parts are separated from each other 84 00:06:31.125 --> 00:06:34.525 So, if you check it on a 3D display, 85 00:06:37.525 --> 00:06:40.225 The places where the fabrics interlock look awkward 86 00:06:40.225 --> 00:06:44.225 It feels like the picture is cut off 87 00:06:47.325 --> 00:06:53.675 In this case, the solution is to model the sewing line 88 00:06:53.675 --> 00:07:00.175 If you make the invisible edge part of the modeling into a seam, 89 00:07:00.175 --> 00:07:02.675 Modeling is also expressed in more detail 90 00:07:02.675 --> 00:07:05.775 and it will also look more intricate 91 00:07:05.775 --> 00:07:09.225 And a lot of the awkward parts will disappear 92 00:07:11.625 --> 00:07:14.675 The seam position of all modeling must preferably be on 93 00:07:14.675 --> 00:07:22.525 The back side rather than the front side, the bottom side rather than the top side 94 00:07:22.525 --> 00:07:26.425 and on the hidden edges rather than the exposed parts 95 00:07:26.425 --> 00:07:29.225 Those are the preferred placements 96 00:07:30.225 --> 00:07:34.525 The second is minimizing UV incision 97 00:07:34.925 --> 00:07:37.325 There is some part that is similar to the previous content, but 98 00:07:37.325 --> 00:07:40.525 The more cut surfaces there are, the more likely it is 99 00:07:40.525 --> 00:07:42.975 that the part will be visible 100 00:07:42.975 --> 00:07:47.275 Unfolding UV means making 3D into 2D 101 00:07:47.275 --> 00:07:50.325 In this process, distortion inevitably occurs 102 00:07:50.325 --> 00:07:54.075 When distortion occurs, the resolution of the texture of that part 103 00:07:54.075 --> 00:07:56.625 and the appearance is significantly impacted 104 00:07:56.625 --> 00:07:59.825 Therefore you need to cut the UV in the right place 105 00:08:00.275 --> 00:08:02.825 A place like this that catches the eye 106 00:08:02.825 --> 00:08:07.575 Just because it's a joint 107 00:08:07.575 --> 00:08:09.925 doesn't mean that the texture must be cut there 108 00:08:11.025 --> 00:08:16.325 In the middle or somewhere visible like this 109 00:08:16.325 --> 00:08:18.625 If you cut it without any reason 110 00:08:21.425 --> 00:08:24.675 You'll see a lot of misaligned textures 111 00:08:24.675 --> 00:08:27.875 Mainly in the case of characters or costumes 112 00:08:27.875 --> 00:08:30.075 Make an incision at the large joint 113 00:08:30.075 --> 00:08:36.225 Incisions are made on the neck, shoulders, waist, hands, feet, etc 114 00:08:37.275 --> 00:08:43.325 Third, minimize empty space in the UV window 115 00:08:43.325 --> 00:08:46.175 When each texture is rendered 116 00:08:46.175 --> 00:08:49.025 This may be the reason for increasing the time 117 00:08:49.025 --> 00:08:51.625 To optimize assets as much as possible 118 00:08:51.625 --> 00:08:56.025 It should be created with minimal UV shell space and empty space 119 00:08:56.025 --> 00:09:01.225 All the parts I'm selecting now are UV shells 120 00:09:01.225 --> 00:09:05.075 But these empty spaces next to UV 121 00:09:05.075 --> 00:09:09.325 It's wasted space 122 00:09:11.725 --> 00:09:14.675 If space is running out by a small margin 123 00:09:14.675 --> 00:09:18.975 Reduce the size of some UV shells as a little trick 124 00:09:19.375 --> 00:09:21.525 However, even if you reduce it, 125 00:09:21.525 --> 00:09:22.625 is must be where it is not as noticeable 126 00:09:22.625 --> 00:09:26.125 For example, inside the mouth, inside clothes 127 00:09:26.125 --> 00:09:28.575 or parts like the soles of shoes are some examples 128 00:09:28.575 --> 00:09:31.625 If you can secure more space 129 00:09:31.625 --> 00:09:35.825 It is also a good idea to straighten and spread the UV shell 130 00:09:39.525 --> 00:09:41.975 If you look at the sleeve part around the neck, 131 00:09:44.025 --> 00:09:46.975 In fact, if you unfold this as it is, 132 00:09:46.975 --> 00:09:49.225 This kind of curve shape comes out 133 00:09:49.225 --> 00:09:53.525 These parts, now, we have a lot of space left 134 00:09:53.525 --> 00:09:55.175 so we can place it like this 135 00:09:55.175 --> 00:09:57.525 but if there is no space 136 00:09:57.525 --> 00:10:01.725 It would be better to straighten this part and place it 137 00:10:01.725 --> 00:10:05.375 However, straightening it requires a bit of work 138 00:10:11.475 --> 00:10:15.525 In my case, I often use straight shell commands 139 00:10:20.125 --> 00:10:23.575 When you can't get it straight the first time 140 00:10:23.575 --> 00:10:28.675 It will be easier to split the work into several parts 141 00:10:53.825 --> 00:10:57.775 Third, directionality in 3D displays 142 00:10:57.775 --> 00:11:01.775 and the directions in the UV editor is better when aligned to each other 143 00:11:01.775 --> 00:11:03.725 This is not mandatory though 144 00:11:03.725 --> 00:11:07.275 This will make working with textures a bit easier 145 00:11:07.275 --> 00:11:09.475 Let me explain what it means 146 00:11:14.275 --> 00:11:17.625 Shoulders are facing upward 147 00:11:17.625 --> 00:11:20.475 The left shoulder is also facing upwards 148 00:11:20.475 --> 00:11:25.075 It is recommended to place them facing the same direction 149 00:11:25.075 --> 00:11:27.225 in the UV shells as well 150 00:11:27.525 --> 00:11:32.575 The shell part of the body also has the neck part facing upwards 151 00:11:32.575 --> 00:11:35.575 The part on the back also has the neck facing upwards 152 00:11:35.575 --> 00:11:41.475 Then, the direction of the shell in the UV editor 153 00:11:41.475 --> 00:11:45.624 is better with them face the same direction 154 00:11:47.275 --> 00:11:49.725 This directionality must be placed 155 00:11:49.725 --> 00:11:51.625 while considering the pattern of the texture 156 00:11:51.625 --> 00:11:56.175 If the same type of UV shells are in different directions, 157 00:11:56.175 --> 00:11:59.025 There may be one more extra task 158 00:11:59.025 --> 00:12:06.025 For example, let's say you have one arm positioned horizontally 159 00:12:09.675 --> 00:12:14.325 So what does it look like when actually rendered? 160 00:12:18.475 --> 00:12:22.225 The pattern of this texture is vertical 161 00:12:22.225 --> 00:12:25.425 The texture pattern on the arm is also vertical 162 00:12:25.425 --> 00:12:28.875 But the arm side that was placed horizontally earlier 163 00:12:28.875 --> 00:12:34.025 The textures are connected in a horizontal shape 164 00:12:35.325 --> 00:12:41.375 If it becomes like this, with Photoshop or Substance Painter 165 00:12:41.375 --> 00:12:44.775 I need to work on the texture again 166 00:12:44.775 --> 00:12:47.075 Please keep the three points mentioned in mind: 167 00:12:47.075 --> 00:12:48.625 while working on UV 168 00:12:48.625 --> 00:12:53.225 and there will be fewer things you'll have to re-edit later 169 00:12:53.225 --> 00:12:56.225 So now let's start modeling 170 00:12:56.225 --> 00:12:58.925 Let's try UV work 171 00:13:01.775 --> 00:13:03.425 The scene you are seeing now 172 00:13:03.425 --> 00:13:06.075 For the part of the ear where it is attached to the head 173 00:13:06.075 --> 00:13:10.775 I cut it separately because I thought it would be severely distorted 174 00:13:11.875 --> 00:13:14.525 When cutting, it is important to cut the parts that are not visible to the eye 175 00:13:14.525 --> 00:13:17.625 or mainly around the corners 176 00:13:18.375 --> 00:13:21.525 When you first check the UV, the UV connection is 177 00:13:21.525 --> 00:13:25.075 all messed up 178 00:13:25.075 --> 00:13:27.725 In this case, just go to the UV menu 179 00:13:27.725 --> 00:13:31.675 and shoot Planar or Normal Based Projection 180 00:13:31.675 --> 00:13:35.325 and create the seams one by one 181 00:13:46.375 --> 00:13:48.775 While working on UV 182 00:13:48.775 --> 00:13:51.425 You may find some mistakes 183 00:13:51.425 --> 00:13:54.925 that didn't notice when modeling 184 00:13:54.925 --> 00:13:59.925 In practical situations, in urgent situations, 185 00:13:59.925 --> 00:14:02.825 being passed onto rigging with only polydon modeling done can happen 186 00:14:02.825 --> 00:14:06.175 As the animation progresses, the modeling team 187 00:14:06.175 --> 00:14:10.425 creates textures and merges them just before rendering 188 00:14:10.775 --> 00:14:15.925 It's a bit risky, but it is often used in a hurry 189 00:14:15.925 --> 00:14:19.825 In this case, don't pass it right after modeling 190 00:14:19.825 --> 00:14:23.875 I recommend that you do the UV work and then pass it on 191 00:14:23.875 --> 00:14:27.925 That is because when working with UV, you can spot 192 00:14:27.925 --> 00:14:30.475 parts of the model where there are mistakes 193 00:14:41.625 --> 00:14:44.225 For efficient use of space 194 00:14:44.225 --> 00:14:48.275 I spread the UVs as straight lines as much as possible 195 00:14:48.825 --> 00:14:51.775 There may be some texture distortion, but 196 00:14:51.775 --> 00:14:55.575 I spread it out in a straight line since it is not easily visible 197 00:15:03.025 --> 00:15:05.225 If the modeling is duplicated 198 00:15:05.225 --> 00:15:07.475 Because the vertex numbers are the same 199 00:15:07.475 --> 00:15:09.575 Via Transfer Attribute 200 00:15:09.575 --> 00:15:12.175 You can duplicate UV 201 00:15:14.775 --> 00:15:17.275 The incision was made mainly in the invisible parts 202 00:15:17.275 --> 00:15:20.425 like the armpits, inner legs, soles, etc. 203 00:15:21.675 --> 00:15:24.575 This character doesn't have textures on every parts 204 00:15:24.575 --> 00:15:30.125 but in practice, there may be situations where textures are added later 205 00:15:30.425 --> 00:15:33.725 For example, if a dirty map is added to the body, 206 00:15:33.725 --> 00:15:38.775 Or, there may be cases where doodles or something like that gets included 207 00:15:38.775 --> 00:15:42.525 That's why we recommend that you do 208 00:15:42.525 --> 00:15:44.925 UV in such a meticulous way 209 00:15:46.825 --> 00:15:49.925 Just like a polygon has a front and a back face 210 00:15:49.925 --> 00:15:54.425 UV shell also has front and back 211 00:15:55.625 --> 00:15:59.125 You can check by pressing key 4 in the UV window 212 00:15:59.125 --> 00:16:03.325 If it's marked in red, it's on the back 213 00:16:03.325 --> 00:16:04.775 Just because you can see the back 214 00:16:04.775 --> 00:16:07.425 It's not like there's a huge problem, but 215 00:16:07.425 --> 00:16:11.375 If possible, please spread them all out to the front 216 00:16:11.375 --> 00:16:15.225 When a normal map is applied, if it is applied inverted 217 00:16:15.225 --> 00:16:17.125 That part will come out different from other parts 218 00:16:17.125 --> 00:16:19.275 with contrast can be included 219 00:16:40.525 --> 00:16:44.925 If there is space left, focusing on important parts like 220 00:16:44.925 --> 00:16:46.875 eyes, nose, mouth, face, and hands 221 00:16:46.875 --> 00:16:50.325 you can enlarge them a bit and place them 222 00:16:51.625 --> 00:16:54.275 The face and hands are the areas that the camera captures the most 223 00:16:54.275 --> 00:16:56.275 which makes them very important parts 224 00:16:56.275 --> 00:16:58.075 For texture detail 225 00:16:58.075 --> 00:17:01.425 You can enlarge them only if there is space left 226 00:17:18.225 --> 00:17:20.925 When you think that the UV work has been done to some extent, 227 00:17:20.925 --> 00:17:24.475 Finish by checking using the checker map 228 00:17:25.525 --> 00:17:29.525 Expressing textures through shaders 229 00:17:29.975 --> 00:17:31.725 After finishing UV work 230 00:17:31.725 --> 00:17:33.975 before we get into the shading, 231 00:17:33.975 --> 00:17:36.575 Let me briefly talk about shaders 232 00:17:37.275 --> 00:17:41.675 In the early days, there were separate shaders for each material 233 00:17:41.675 --> 00:17:46.325 Basic shaders, plastics, metals, skins, glass, etc 234 00:17:46.325 --> 00:17:48.325 But these days, with just one shader 235 00:17:48.325 --> 00:17:50.575 we can express many materials 236 00:17:50.575 --> 00:17:54.575 Especially since the introduction of PBR-based rendering systems 237 00:17:54.575 --> 00:17:58.825 There is now a single established standard shader 238 00:17:58.825 --> 00:18:03.875 For reference, PBR stands for Physically Based Rendering 239 00:18:03.875 --> 00:18:08.375 and it is a method of rendering by simulation 240 00:18:08.375 --> 00:18:11.325 of how actual light reflection physically occurs 241 00:18:11.325 --> 00:18:14.625 Simply put, the reflection of light in the real world 242 00:18:14.625 --> 00:18:17.225 is implemented 243 00:18:18.775 --> 00:18:22.375 Back to the topic, not only Redshift 244 00:18:22.375 --> 00:18:26.275 but all renderers, including V-Ray and Arnold, 245 00:18:26.275 --> 00:18:29.625 have one standard shader each 246 00:18:29.625 --> 00:18:33.175 Open the hyper shader 247 00:18:36.875 --> 00:18:42.425 If you look at the redshift shader in the section below, 248 00:18:42.425 --> 00:18:45.275 Here's a glowing material 249 00:18:53.775 --> 00:18:56.575 If you don't see this part 250 00:18:56.575 --> 00:19:02.675 go to Windows - Settings/Preferences - Plug-in Manager 251 00:19:02.675 --> 00:19:07.575 and check if redshift4maya is enabled 252 00:19:12.125 --> 00:19:14.425 If you look at this material, 253 00:19:14.425 --> 00:19:18.025 It says redshift material 254 00:19:18.025 --> 00:19:20.375 As the most used shader, 255 00:19:20.375 --> 00:19:23.125 Let's learn about this shader 256 00:19:24.375 --> 00:19:27.125 Let's take a quick look at this simple image: 257 00:19:27.125 --> 00:19:30.225 We see the visible light of sunlight 258 00:19:30.225 --> 00:19:34.025 to be the color closest to white 259 00:19:34.025 --> 00:19:37.775 In this explanation, we will assume it is white 260 00:19:37.775 --> 00:19:40.925 If we analyze this white light through a prism, 261 00:19:40.925 --> 00:19:42.625 It is divided into several colors 262 00:19:42.625 --> 00:19:45.175 into rainbow colors we commonly know 263 00:19:45.175 --> 00:19:47.775 that is, red, orange, yellow, green, blue, indigo, purple 264 00:19:47.775 --> 00:19:52.325 There is a sun and an object reflecting light 265 00:19:54.175 --> 00:19:57.675 And then there are our eyes that receive that light 266 00:19:59.325 --> 00:20:02.325 Light that contains many colors 267 00:20:02.325 --> 00:20:05.425 will hit the surface of the object 268 00:20:05.425 --> 00:20:09.375 At that moment, light reflects in several different ways 269 00:20:09.375 --> 00:20:13.225 First of all, some of the light is absorbed by the object 270 00:20:13.725 --> 00:20:15.925 One of the things that was trending on the internet 271 00:20:15.925 --> 00:20:17.975 is something called Vantablack 272 00:20:17.975 --> 00:20:22.325 In this case, 99 9% of the light is absorbed 273 00:20:22.325 --> 00:20:26.875 This part alone feels unrealistic and hollow 274 00:20:26.875 --> 00:20:29.625 This is a good example of light absorption 275 00:20:34.875 --> 00:20:39.425 And some of the light is reflected back directly from the surface 276 00:20:39.425 --> 00:20:41.875 This is Reflection 277 00:20:41.875 --> 00:20:44.375 Some of the color received from the sun 278 00:20:44.375 --> 00:20:47.675 reflects as white and enters our eyes 279 00:20:48.425 --> 00:20:51.775 The smoother the surface texture, 280 00:20:51.775 --> 00:20:54.925 the more you can feel the shape of the light source as it is 281 00:20:58.625 --> 00:21:03.375 The rougher the surface, the more blurry the Reflection will feel 282 00:21:03.375 --> 00:21:06.975 By scattering light we can measure the roughness of a surface 283 00:21:06.975 --> 00:21:09.525 with our eyes 284 00:21:09.525 --> 00:21:14.125 This is expressed as glossiness or roughness 285 00:21:14.125 --> 00:21:17.775 It is a very important element in expressing the texture of an object 286 00:21:18.625 --> 00:21:21.125 Looking at the material of Redshift 287 00:21:30.325 --> 00:21:32.425 There is a Reflection item 288 00:21:34.225 --> 00:21:36.975 The color is usually set to white 289 00:21:36.975 --> 00:21:40.075 If it's a normal material, not a metallic material 290 00:21:40.075 --> 00:21:43.675 Most reflect light in a color close to white 291 00:21:44.325 --> 00:21:47.425 If you want to reduce the intensity 292 00:21:47.425 --> 00:21:49.725 You just need to decrease weight 293 00:21:51.025 --> 00:21:55.225 Roughness below literally means the degree of roughness 294 00:21:55.225 --> 00:21:57.825 So the higher the number, 295 00:21:57.825 --> 00:22:00.875 the hazier the reflected light becomes 296 00:22:00.875 --> 00:22:02.975 The lower it gets, the light reflected 297 00:22:02.975 --> 00:22:04.925 will be clearer 298 00:22:05.675 --> 00:22:08.525 There is something here that you should pay attention to 299 00:22:08.525 --> 00:22:10.125 It's a Fresnel Type 300 00:22:13.825 --> 00:22:16.425 Fresnel is the concept that when an object reflects light 301 00:22:16.425 --> 00:22:19.375 Depending on the angle between the observer and the object surface 302 00:22:19.375 --> 00:22:22.025 the reflectivity changes 303 00:22:28.775 --> 00:22:30.625 If you look at the picture 304 00:22:30.625 --> 00:22:34.625 The angle between the line of sight and the normal direction of the object's surface 305 00:22:34.625 --> 00:22:39.425 ranges from 0 to 90 degrees 306 00:22:39.425 --> 00:22:42.525 The left side of the graph is reflectivity 307 00:22:42.525 --> 00:22:47.175 Below is the normal direction of the surface and the angle with the eye 308 00:22:48.475 --> 00:22:50.275 From the perspective of the eyes 309 00:22:50.275 --> 00:22:53.975 When light hits an object and enters the eye 310 00:22:53.975 --> 00:22:58.275 If this angle is 0 degrees, then this 0 degrees is this way 311 00:22:58.275 --> 00:23:01.375 Here, the angle between the eye gaze direction and the object normal direction is 312 00:23:01.375 --> 00:23:04.425 90 degrees which refers to this part here 313 00:23:06.675 --> 00:23:11.975 As you can see, the reflectivity is low at 0 degrees 314 00:23:11.975 --> 00:23:15.975 As you go to 90 degrees, the reflectivity increases rapidly 315 00:23:17.175 --> 00:23:19.275 Just like this image 316 00:23:23.025 --> 00:23:25.625 Almost all objects except metal 317 00:23:25.625 --> 00:23:29.025 increases in a gentle curve like the graph 318 00:23:29.025 --> 00:23:31.575 That is, assuming the shape of a sphere 319 00:23:31.575 --> 00:23:34.925 The edges reflect more brightly 320 00:23:34.925 --> 00:23:37.125 Back to Maya again 321 00:23:37.125 --> 00:23:39.625 In the case of general materials, 322 00:23:39.625 --> 00:23:42.725 it uses Fresnel Type IOR 323 00:23:42.725 --> 00:23:47.625 but for metals, you can see here that we set the Metalness 324 00:23:47.625 --> 00:23:51.925 The IOR of metals is a little different from that of non-metals 325 00:23:54.675 --> 00:23:57.325 As you can see from the graph 326 00:23:57.325 --> 00:24:00.675 Strong reflections were created from the beginning 327 00:24:00.675 --> 00:24:03.125 but then reflectivity drops around here 328 00:24:03.125 --> 00:24:05.325 Then again, the closer it gets to 90 degrees, 329 00:24:05.325 --> 00:24:07.975 You can see it rising rapidly 330 00:24:09.875 --> 00:24:12.625 To express this unusual reflectivity, 331 00:24:12.625 --> 00:24:15.675 Rather than using the general IOR type, 332 00:24:15.675 --> 00:24:19.375 a separate type called Metalness is made and and set up 333 00:24:20.725 --> 00:24:23.875 If the strength of Metalness 334 00:24:23.875 --> 00:24:27.375 is 0, it means it is non-metal 335 00:24:27.375 --> 00:24:31.125 If this is 1, it means it's metal 336 00:24:31.125 --> 00:24:36.275 So what are these medians? 337 00:24:36.275 --> 00:24:39.425 If it's a metal, it's metal, and if it's a nonmetal, it's a nonmetal 338 00:24:39.425 --> 00:24:41.425 You may feel confused 339 00:24:44.275 --> 00:24:46.175 I think of it this way 340 00:24:46.175 --> 00:24:49.975 Let's assume we are painting on pure iron 341 00:24:49.975 --> 00:24:52.925 The paint has the same IOR as the plastic 342 00:24:52.925 --> 00:24:57.575 When you paint it, the paint has a non-metallic feel, 343 00:24:57.575 --> 00:25:00.175 but if you apply it thinly, the metal underneath 344 00:25:00.175 --> 00:25:02.075 will be revealed to some extent 345 00:25:02.575 --> 00:25:05.275 If I paint it again 346 00:25:05.275 --> 00:25:07.675 The feel of the metal remains only slightly 347 00:25:07.675 --> 00:25:10.475 The paint will leave a stronger impression 348 00:25:10.475 --> 00:25:15.275 If you apply one more layer, there will be no metallic feel at all 349 00:25:15.275 --> 00:25:18.225 Only the feel of the paint will remain strong 350 00:25:21.275 --> 00:25:24.625 This item is so expresses the intermediate levels 351 00:25:24.625 --> 00:25:26.325 of metal and non-metal 352 00:25:26.325 --> 00:25:29.725 in a form of a slider 353 00:25:29.725 --> 00:25:32.075 To give the feel of the paint coating being weathered by the ravages of time 354 00:25:32.075 --> 00:25:35.675 and being peeled or worn out in some places 355 00:25:35.675 --> 00:25:38.825 If you use a texture by connecting it here, 356 00:25:38.825 --> 00:25:41.774 You will be able to express that effectively 357 00:25:42.124 --> 00:25:47.224 Back on the path of light reflection, some of the light 358 00:25:51.674 --> 00:25:54.824 Among the sun's wavelengths of red, orange, yellow, green, blue, indigo, and violet 359 00:25:54.824 --> 00:25:57.224 Reflects only a specific part of the wavelength 360 00:25:57.224 --> 00:25:59.024 and some are absorbed 361 00:25:59.424 --> 00:26:03.874 The wavelength of the light reflected at this time determines the color 362 00:26:03.874 --> 00:26:06.324 The color of an object 363 00:26:06.324 --> 00:26:10.624 We think that color itself has its own unique properties 364 00:26:10.624 --> 00:26:13.724 Let's analyze this a little more deeply: 365 00:26:13.724 --> 00:26:16.724 The color of an object is determined by its unique characteristics 366 00:26:16.724 --> 00:26:20.174 It just reflects light of a certain wavelength 367 00:26:20.174 --> 00:26:22.524 We call this Diffuse 368 00:26:22.524 --> 00:26:27.824 You can express the color of an object with diffuse color 369 00:26:29.724 --> 00:26:31.624 Diffuse is also the most important part 370 00:26:31.624 --> 00:26:34.874 used shading 371 00:26:34.874 --> 00:26:38.674 Back in Maya, go to the Diffuse item 372 00:26:38.674 --> 00:26:42.025 You can specify the color here 373 00:26:48.174 --> 00:26:53.124 Sometimes you can even link textures 374 00:26:58.574 --> 00:27:00.674 The Weight value is 1 by default 375 00:27:00.674 --> 00:27:03.524 This is a setting that is not touched much 376 00:27:03.524 --> 00:27:06.574 The roughness below, depending on the roughness of the surface, 377 00:27:06.574 --> 00:27:08.874 changes the feel of the diffuse 378 00:27:08.874 --> 00:27:12.924 It is mainly used to express materials such as velvet 379 00:27:12.924 --> 00:27:16.574 Some of the next light penetrates the surface 380 00:27:16.574 --> 00:27:19.624 and will reflect inside the object 381 00:27:19.624 --> 00:27:23.674 If you magnify an object, you will see that there are a lot of particles 382 00:27:23.674 --> 00:27:25.874 Among them, in the case of the skin of a living creature 383 00:27:25.874 --> 00:27:27.974 It is mostly filled with water 384 00:27:27.974 --> 00:27:32.174 Light penetrates deep into the skin 385 00:27:32.174 --> 00:27:36.074 This light collides with countless particles inside 386 00:27:36.074 --> 00:27:38.574 and comes out of the skin again 387 00:27:38.574 --> 00:27:42.774 We call this Subsurface Scattering 388 00:27:42.774 --> 00:27:45.424 This characteristic is widely used in objects that allow 389 00:27:45.424 --> 00:27:50.924 light to pass through to some extent like living things 390 00:27:52.024 --> 00:27:54.274 Let's take a look in Maya 391 00:28:06.724 --> 00:28:11.224 Subsurface Scattering can be seen in this section 392 00:28:11.224 --> 00:28:17.224 The object on the left has its total amount set to 1 393 00:28:18.224 --> 00:28:23.124 And the object on the right is set to the default value of 0 394 00:28:30.924 --> 00:28:36.974 When we say that the total amount of subsurface scattering is 1 395 00:28:36.974 --> 00:28:40.574 it means that Subsurface Scattering is enabled to the maximum 396 00:28:40.574 --> 00:28:42.874 Let's try rendering 397 00:28:55.824 --> 00:28:58.924 If you look at the rendered result, 398 00:28:58.924 --> 00:29:03.174 You can see the characteristics of subsurface scattering 399 00:29:03.174 --> 00:29:05.774 Because light undergoes multiple scattering movements 400 00:29:05.774 --> 00:29:08.574 It reflects in various directions 401 00:29:08.574 --> 00:29:11.974 Shadows also have blurred boundaries for that reason 402 00:29:11.974 --> 00:29:15.474 It is also expressed by mixing in the color of the object 403 00:29:15.824 --> 00:29:19.924 If you look at this side, compared to the object on the right, 404 00:29:19.924 --> 00:29:26.174 The dark parts are spread out a bit more smoothly 405 00:29:26.174 --> 00:29:29.774 There is a slight color value mixed inside 406 00:29:32.874 --> 00:29:34.924 To better see the shadows 407 00:29:34.924 --> 00:29:37.174 Let's try rendering again 408 00:29:37.174 --> 00:29:39.325 after putting an object on top of this 409 00:30:21.774 --> 00:30:24.824 If you look at the render result again, 410 00:30:24.824 --> 00:30:28.624 The expression of the shadows is a bit more distinct 411 00:30:31.624 --> 00:30:34.024 Because the light is reflected from inside 412 00:30:34.024 --> 00:30:35.274 The shadows are getting lighter 413 00:30:35.274 --> 00:30:38.174 and also give a blurred feeling 414 00:30:39.774 --> 00:30:41.424 In the case of human skin, 415 00:30:41.424 --> 00:30:45.574 Because the composition of the outer and inner surfaces of the skin are different 416 00:30:45.574 --> 00:30:48.174 The colors on the outside and inside also differ 417 00:30:48.174 --> 00:30:50.324 The color of the inner part 418 00:31:03.824 --> 00:31:07.424 You can change the color in this layer 419 00:31:07.424 --> 00:31:10.574 I'll set it to red to make it stand out 420 00:31:16.874 --> 00:31:18.775 Let's try rendering again 421 00:31:56.874 --> 00:32:00.274 The render result is out, but the sampling value is low 422 00:32:00.274 --> 00:32:02.874 which made it come out a little messy 423 00:32:02.874 --> 00:32:05.474 Let's adjust the sampling value and try again 424 00:32:06.524 --> 00:32:10.724 I adjusted the sampling value and re-rendered it 425 00:32:10.724 --> 00:32:13.724 If you look at the dark part of the shadow 426 00:32:13.724 --> 00:32:16.824 You can tell that there is a red feel to it 427 00:32:16.824 --> 00:32:23.024 This part is not directly exposed to light 428 00:32:23.024 --> 00:32:24.974 and only the surrounding lights come in 429 00:32:24.974 --> 00:32:28.674 which makes it have light come out reflected from inside 430 00:32:28.674 --> 00:32:32.874 Because it has a red color inside and reflects that 431 00:32:32.874 --> 00:32:35.225 It gives off a red hue 432 00:32:37.674 --> 00:32:40.624 This complex skin texture 433 00:32:40.624 --> 00:32:44.074 by using more layers here 434 00:32:44.074 --> 00:32:47.124 can be edited more elaborately 435 00:32:47.574 --> 00:32:50.774 There is no exact answer to these numbers 436 00:32:50.774 --> 00:32:53.774 Depending on the individual or according to the studio's internal manual 437 00:32:53.774 --> 00:32:55.724 It may vary 438 00:32:57.274 --> 00:32:59.574 Back to the next light shift 439 00:32:59.574 --> 00:33:02.224 Some of the light passes through objects 440 00:33:02.224 --> 00:33:04.474 It may come out the other way 441 00:33:04.474 --> 00:33:08.724 This case is also called Backscattering 442 00:33:08.724 --> 00:33:12.124 Depending on the renderer, this may be specified separately 443 00:33:12.124 --> 00:33:14.574 In Subsurface Multi Scattering 444 00:33:14.574 --> 00:33:17.724 There is also a way to create it by adding layers 445 00:33:17.724 --> 00:33:20.174 It means the same thing in the end 446 00:33:23.474 --> 00:33:26.874 Let's go back into Maya and do a quick test 447 00:33:29.524 --> 00:33:32.174 Here is a simple object 448 00:33:32.174 --> 00:33:34.124 First, I light the object 449 00:33:34.124 --> 00:33:37.874 with a strong light from behind 450 00:34:25.774 --> 00:34:28.624 Here is the result of the render 451 00:34:30.074 --> 00:34:32.124 To make the color distinction clear 452 00:34:32.124 --> 00:34:34.624 I intentionally added 453 00:34:35.774 --> 00:34:40.274 red to the Subsurface Scattering layer to this object 454 00:34:41.274 --> 00:34:43.024 But if you look here, 455 00:34:43.024 --> 00:34:45.774 Only the right part is slightly red 456 00:34:45.774 --> 00:34:49.574 Overall, the original color, turquoise, is maintained 457 00:34:51.124 --> 00:34:56.774 As you can see here, the thickness of the objects is different 458 00:34:56.774 --> 00:34:58.424 Do you know why? 459 00:35:02.324 --> 00:35:05.974 The thinner the thickness, the easier it is for light to pass through 460 00:35:05.974 --> 00:35:09.074 The color is more visible during transmission 461 00:35:09.074 --> 00:35:13.424 The thick part has significantly less red parts 462 00:35:15.774 --> 00:35:19.224 The thin part allows light to come in from behind 463 00:35:20.824 --> 00:35:26.474 Because it is thin, it comes out with a red color 464 00:35:26.474 --> 00:35:29.824 The red hue feels stronger 465 00:35:31.024 --> 00:35:34.724 This was a rough explanation of the movement of light 466 00:35:34.724 --> 00:35:37.424 Back to Maya 467 00:35:37.424 --> 00:35:40.124 Let me explain another important part 468 00:35:44.524 --> 00:35:49.774 Here's a bump map on Overall 469 00:35:49.774 --> 00:35:53.974 This slot can have two textures applied to it: 470 00:35:53.974 --> 00:35:56.774 Bump map and normal map 471 00:35:56.774 --> 00:35:59.524 Both bump map and normal map 472 00:35:59.524 --> 00:36:02.524 make no deformation to the actual modeling 473 00:36:02.524 --> 00:36:06.274 It only depicts light and dark with a rendered image 474 00:36:06.274 --> 00:36:09.474 I think it could be seen as a kind of optical illusion 475 00:36:10.174 --> 00:36:13.274 Let me briefly explain the difference between the two: 476 00:36:13.574 --> 00:36:16.124 Bump map is a map depicting the elevation of a surface 477 00:36:16.124 --> 00:36:19.624 using the value of the map 478 00:36:19.624 --> 00:36:22.424 that is, white, black, and the middle value 479 00:36:22.424 --> 00:36:26.074 Because it requires values ​​from white to black 480 00:36:26.074 --> 00:36:29.024 Texture maps are created in grayscale 481 00:36:29.024 --> 00:36:32.574 Grayscale has only one channel 482 00:36:32.574 --> 00:36:34.674 Because it only uses one channel 483 00:36:34.674 --> 00:36:38.974 It is described only to the extent that the surface rises and falls 484 00:36:38.974 --> 00:36:41.774 The quality is lower than normal maps 485 00:36:42.824 --> 00:36:46.324 A normal map is literally the normal of a surface 486 00:36:46.324 --> 00:36:48.874 In other words, the direction 487 00:36:48.874 --> 00:36:52.524 There are three channels: red, green and blue 488 00:36:52.524 --> 00:36:57.474 Each represents the X-axis, Y-axis, and Z-axis 489 00:36:57.474 --> 00:37:00.774 Since there are three channels, depending on the direction of the light 490 00:37:00.774 --> 00:37:04.624 The changes in light and shade look more realistic 491 00:37:04.624 --> 00:37:07.624 In Redshift, there is a bump and normal 492 00:37:07.624 --> 00:37:09.675 self-node is created 493 00:37:12.974 --> 00:37:16.374 Drag the normal map in and drop it here 494 00:37:16.374 --> 00:37:19.624 A texture node is automatically created 495 00:37:19.624 --> 00:37:24.624 If you middle click on this part to insert a texture, 496 00:37:26.174 --> 00:37:28.524 A normal node is created 497 00:37:28.524 --> 00:37:34.474 Here again, select Tangent Space Normal 498 00:37:34.474 --> 00:37:36.225 Set the value to 1 499 00:37:42.324 --> 00:37:48.224 And set the Color Space value of the normal map to Raw 500 00:37:49.224 --> 00:37:50.924 Before we start the practice 501 00:37:50.924 --> 00:37:53.774 Lastly, there is one more thing I would like to say 502 00:37:53.774 --> 00:37:57.524 Textures of sRGB and linear type 503 00:37:57.524 --> 00:37:59.324 If we get into this part too deeply, 504 00:37:59.324 --> 00:38:02.224 the explanation gets too long, so I'll make it short 505 00:38:02.224 --> 00:38:03.924 When using textures 506 00:38:03.924 --> 00:38:08.674 it only applies to textures in JPG or PNG format 507 00:38:08.974 --> 00:38:13.074 The color part is related to the texture attribute 508 00:38:16.974 --> 00:38:19.624 Set it to sRGB 509 00:38:24.974 --> 00:38:29.874 The remaining numbers need to be in linear, 510 00:38:29.874 --> 00:38:34.324 Here we have the Raw mode. Let's select Raw. 511 00:38:34.324 --> 00:38:36.624 What I mean by the numbers mentioned here is 512 00:38:36.624 --> 00:38:43.274 In simple terms, these are roughness, metallicity, normal maps, and bump maps 513 00:38:43.274 --> 00:38:47.424 To enter a roughness value in the Roughness item 514 00:38:47.424 --> 00:38:50.124 the roughness map is applied 515 00:38:50.124 --> 00:38:54.074 To express a numerical value for the degree of metal 516 00:38:54.074 --> 00:38:56.824 the metallic map is applied 517 00:38:57.124 --> 00:38:59.774 During depiction on the surface, protrusion or 518 00:38:59.774 --> 00:39:01.974 directionality's numerical value expression 519 00:39:01.974 --> 00:39:05.624 bump or normal map is applied 520 00:39:05.624 --> 00:39:09.674 These maps are expressed in color to the eye, but 521 00:39:09.674 --> 00:39:13.424 Actually, what Maya requires is not this color 522 00:39:13.424 --> 00:39:16.224 It is the color value of each channel 523 00:39:16.224 --> 00:39:23.274 The values ​​from 0 to 255, or in other words, from black to white 524 00:39:23.274 --> 00:39:28.174 These are the ones that were applied by texturing them for input 525 00:39:28.174 --> 00:39:35.724 For items of this nature, select Raw and connect them 526 00:39:35.724 --> 00:39:37.824 The part related to color, i.e. 527 00:39:40.624 --> 00:39:46.474 Diffuse color, Reflection color 528 00:39:46.474 --> 00:39:49.724 And I didn't explain it here, but Refraction color 529 00:39:51.974 --> 00:39:56.574 And this also includes the tint color 530 00:39:56.574 --> 00:40:00.174 The texture connected to this part is 531 00:40:00.174 --> 00:40:04.774 be set to sRGB 532 00:40:05.274 --> 00:40:08.574 Surprisingly, this part is often not followed 533 00:40:08.574 --> 00:40:11.774 These tasks are important in other 3D programs or 534 00:40:11.774 --> 00:40:15.524 Unreal, etc. 535 00:40:15.524 --> 00:40:17.224 You must know this 536 00:40:17.224 --> 00:40:23.524 Especially if sRGB is applied to this normal map in Maya 537 00:40:23.524 --> 00:40:27.974 The change in shape will appear severely distorted 538 00:40:29.174 --> 00:40:31.374 Then simply, in our bear shape 539 00:40:31.374 --> 00:40:35.424 Let's try shading 540 00:40:37.724 --> 00:40:39.274 Before going into the material 541 00:40:39.274 --> 00:40:41.724 There are a few things to prepare 542 00:40:41.724 --> 00:40:45.424 I'll put the design on the side for color specification 543 00:41:05.124 --> 00:41:07.474 You must lay a Plane on the floor 544 00:41:07.474 --> 00:41:11.424 Because indirect light comes through the floor 545 00:41:11.424 --> 00:41:14.274 to the character 546 00:41:14.274 --> 00:41:16.874 If there is no floor 547 00:41:16.874 --> 00:41:21.674 The bottom side just comes out black 548 00:41:25.374 --> 00:41:26.924 For light settings 549 00:41:26.924 --> 00:41:30.124 I Created an object that can be used as a reference 550 00:41:30.524 --> 00:41:33.074 Black, medium gray, white 551 00:41:33.074 --> 00:41:35.374 and chrome material are installed 552 00:41:35.374 --> 00:41:39.424 Objects will be the standard for 553 00:41:39.424 --> 00:41:40.974 controlling the intensity of light 554 00:41:43.324 --> 00:41:45.374 Now let's get into the real stuff 555 00:41:45.374 --> 00:41:49.724 Basically, all will be applied with plastic material 556 00:41:49.724 --> 00:41:53.074 The hat uses Xgen, which we will learn about next time 557 00:41:53.074 --> 00:41:55.224 I'm planning on making a fur hat 558 00:41:55.224 --> 00:41:58.324 First of all, the base was made of plastic 559 00:42:16.624 --> 00:42:19.574 The bell is made of metal 560 00:42:19.574 --> 00:42:23.424 Both plastic and metal can be achieved with just color and roughness 561 00:42:23.424 --> 00:42:26.274 They are materials that can be easily made 562 00:42:38.174 --> 00:42:41.374 In the case of ribbons, it is fabric 563 00:42:41.374 --> 00:42:44.174 The fabric must have an elaborate pattern 564 00:42:44.174 --> 00:42:46.574 Because only then it can create a fabric feel 565 00:42:46.574 --> 00:42:52.024 We will use color map, roughness map and normal map 566 00:42:52.024 --> 00:42:56.174 All downloaded from free texture sites 567 00:43:02.624 --> 00:43:05.424 When applying all three textures 568 00:43:05.424 --> 00:43:09.824 Please strictly adhere to sRGB and Raw formats 569 00:43:39.474 --> 00:43:41.724 With just these three maps 570 00:43:41.724 --> 00:43:45.024 It seems like it would be difficult to implement fabric material 571 00:43:45.024 --> 00:43:49.674 So I added something called Sheen to Reflection 572 00:43:49.674 --> 00:43:52.124 If you give this item a Weight value, 573 00:43:52.124 --> 00:43:55.074 The Fresnel feel comes to life strongly 574 00:43:55.074 --> 00:43:58.624 If you look closely at your clothes, you will see that in the edges 575 00:43:58.624 --> 00:44:01.874 Fresnel is visible 576 00:44:01.874 --> 00:44:04.775 This is the function that gives that effect 577 00:44:11.924 --> 00:44:16.125 The eyes, nose and mouth are made of glossy plastic 578 00:44:30.174 --> 00:44:34.474 This concludes the shading work 579 00:44:36.374 --> 00:44:40.024 Let's summarize what we learned in this lecture 580 00:44:40.024 --> 00:44:44.074 First, we learned about the UV cleanup process 581 00:44:44.624 --> 00:44:47.724 Second, we learned making various shaders 582 00:44:47.724 --> 00:44:50.374 using textures 583 00:44:50.824 --> 00:44:55.224 The process of shading is changing a gray, ugly polygon mass to 584 00:44:55.224 --> 00:44:58.874 a lively character 585 00:44:58.874 --> 00:45:02.224 I've seen a lot of people who aren't confident in shading 586 00:45:02.224 --> 00:45:03.974 As I said before 587 00:45:03.974 --> 00:45:07.474 using Mega Scans, Substance Painter 588 00:45:07.474 --> 00:45:10.124 several texture sales sites, 589 00:45:10.124 --> 00:45:14.324 allows for easier and more advanced shading work 590 00:45:14.974 --> 00:45:19.424 Shading settings and configuration may vary from studio to studio 591 00:45:19.424 --> 00:45:24.574 However, if you have a basic understanding of the content taught in this lecture 592 00:45:24.574 --> 00:45:28.574 I think it will be very helpful when you come across new content 593 00:45:28.874 --> 00:45:31.524 Thank you 594 00:45:31.874 --> 00:45:32.374 Efficiently deploy and organize UVs 595 00:45:32.374 --> 00:45:32.874 Shading: The process of realistically coloring and textureing a gray polygonal mass 596 00:45:32.874 --> 00:45:33.374 Incision is made mainly in areas that are not visible during UV cutting 597 00:45:33.374 --> 00:45:33.874 Checker file: a numbered or square file used to check for sagging or interlocking parts of the face 598 00:45:33.874 --> 00:45:34.374 All modeling seam locations are cut mainly on the back, bottom, and hidden edges 599 00:45:34.374 --> 00:45:34.874 Minimizing UV incisions: The more incisions there are, the higher the chance that distortion will be noticeable 600 00:45:34.874 --> 00:45:35.374 Severely affects the texture resolution and appearance of that part 601 00:45:35.374 --> 00:45:35.874 Minimize empty space in UV window 602 00:45:35.874 --> 00:45:36.374 This is why each texture increases the time when it is rendered 603 00:45:36.374 --> 00:45:36.874 To optimize the asset, it should be created with minimal UV shell space and empty space 604 00:45:36.874 --> 00:45:37.674 Aligning the orientation of the 3D display and UV editor 605 00:45:37.674 --> 00:45:38.524 They must be placed facing the same direction in the UV shell 606 00:45:38.524 --> 00:45:39.374 Also in the UV editor, make sure the shells face the same direction 607 00:45:39.374 --> 00:45:40.174 Additional work is needed when UV shells of the same type are oriented in different directions 608 00:45:40.174 --> 00:45:41.024 Working with UVs using modeling 609 00:45:41.024 --> 00:45:41.874 When working with UVs, you may discover errors that you didn't see when modeling 610 00:45:41.874 --> 00:45:42.374 Expressing textures through shaders 611 00:45:42.374 --> 00:45:42.874 Physically Based Rendering (PBR) 612 00:45:42.874 --> 00:45:43.374 After the introduction of the PBR-based rendering system, there was one established standard shader 613 00:45:43.374 --> 00:45:43.874 Renders by simulating how real light reflection physically occurs 614 00:45:43.874 --> 00:45:44.374 Fresnel Type: When an object reflects light, the reflectivity varies depending on the angle between the observer and the object's surface 615 00:45:44.374 --> 00:45:44.874 At 0 degrees, the reflectivity is low, and as the angle increases, the reflectivity increases rapidly 616 00:45:44.874 --> 00:45:45.374 Metalness If the intensity is 0, it means non-metal, and if it is 1, it means metal 617 00:45:45.374 --> 00:45:45.874 Bump maps and normal maps 618 00:45:45.874 --> 00:45:46.374 Bump map: A map that describes the surface elevations using values ​​between white and black 619 00:45:46.374 --> 00:45:46.874 Normal map: Defines surface directionality, using three channels to adjust light and dark based on light direction