WEBVTT
X-TIMESTAMP-MAP=LOCAL:00:00:00.000,MPEGTS:0

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Hello everyone and welcome to a new section.

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In this section we're going to be creating

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all of the materials for our modern house.

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Starting out with the first floor,

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I'm going to be going through step-by-step on how

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to add in textures and normal maps,

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specular maps, all of those we'll cover in

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the next coming videos

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before we start creating the material,

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there is a couple of things that we need to do.

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First off, if we select our ground with the pool,

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this object right here and we look underneath,

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you're going to notice that we have some duplicate faces,

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meaning that there are two faces in the exact same spot.

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So that's not going to

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really look good for our materials.

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They're going to kind of blend together in the render.

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And it's just, it's just not going to look good.

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What we're gonna do is go into

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edit mode with this object selected.

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And we're going to delete all of

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the faces that are inside the house.

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So to do this, let's go into

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wire-frame by hitting Z and go into wire-frame.

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Then we're going to press C for circle select, End,

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draw all of the faces that are inside the house,

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all of these ones like that.

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Then we're going to press X and delete them.

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Now if we go out of edit mode,

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there's going to be no problems underneath.

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As you can see, the materials that we're going to be

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creating are for the first floor of our modern house.

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So let's go ahead and get started.

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I'm going to select my first floor and

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then go over to the Material tab.

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There should be already a material in

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place because we use the default cube and blunder.

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If you don't see this material,

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just click New and then we'll create a new one for you.

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So how this works is we first need to UV unwrap.

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This object is a blunder,

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knows how to apply the texture.

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We can do this very easily by

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selecting it and going into edit mode.

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Make sure you press a to select everything,

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and then click U and click on

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Smart UV project and hit Okay.

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What that is gonna do is it's going to UV

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unwrap this object so we can apply a texture.

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Now let's open up a new window and create the material.

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We can do this by coming over to

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the top right corner and

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clicking and dragging to split the view.

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The first node that we need to add is an image texture.

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You can press Shift a go over to texture and

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then add an image texture and we'll place it right here.

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Take the color from the image texture and plug

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it into the base color of the principled shader.

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Then we need to open this up.

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So click Open and then navigate to the textures.

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All of the textures and

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models are linked in the resources.

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So make sure you go grab them.

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Once you have it, you should have

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a folder called models and textures.

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Go ahead and select it and go into the texture folder.

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The clean concrete is

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the one that we're going to be creating.

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First, select the middle texture

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with the one with the color,

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and then click on Open Image to actually see what

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this texture is looking like it Let's

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go into the material preview.

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If you don't see this option here by hitting Z, well,

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you need to do is come over to Edit down to Preferences.

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And then underneath the key map,

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make sure the extra shading pie menu items is turned on.

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And, uh, while we're here,

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let's go over to the add-ons and

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let's enable the Node Wrangler add on.

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This will make it much easier to work in the node editor.

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So make sure this add on right here

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is enabled and we'll be good to go.

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So if we use them in here and press

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Z and go into material preview,

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we should be able to see our texture.

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At the moment though, you can see that it's

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kind of low quality and the texture is really big.

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So what we're gonna do is select

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the image texture node and press Control or Command T.

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This will automatically add in

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a mapping node and a texture coordinate node.

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And just a reminder that shortcut does not work

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unless you have the Node Wrangler add-on enabled.

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So make sure that is enabled and then press Control T.

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What we need to change is the scale numbers down here.

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If we click and drag,

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we can select them all.

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And then I'm going to set this all the

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way up to a value of four.

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Then you'll notice that the texture is a lot smaller and

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it's looking a lot better as you can see right there.

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Are texture is looking just fine right now.

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But there is a couple of things that we can

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do to make it look even better.

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And the first thing that we can do is

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to add in some more texture maps.

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With this texture, I'm going to

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press Control Shift and D,

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and this will keep the connection from this mapping node.

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And then we're going to click on that folder icon and

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add in the specular map right here.

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Then open that up.

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This is for the roughness of the material.

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If we take the color and plug it into the roughness.

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And another important thing is we need to change

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the color space from RGB over to non-color,

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so it doesn't use any of the color data.

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Now what's going to happen is it's going to

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add in some glossiness to

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random parts of the texture

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based on what this texture looks like.

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See this a little bit better.

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I'm going to drag this over

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and then press Shift a and add

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an a converter and

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a color ramp and we'll place it right here.

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If we drag the black value closer to the white value,

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it's going to add in some glossiness,

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as you can see over here.

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If I drag it in even more,

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it's going to add in a lot of glossiness.

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So what I'm gonna do is just drag

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this over just slightly,

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something like that, just to give it

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some nice glossiness in some random areas.

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And finally, the other texture that we're going to add,

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if we select this one,

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Control Shift D to duplicate it,

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we're going to be adding in the normal map.

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So select the normal map and then hit Open Image.

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This is for the bump of the texture.

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If we take this and plug it into the normal map,

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it's not going to really work properly.

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What we need to do is actually convert

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it into data for blender to read.

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We need to add in a vector and then

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a normal map node right here.

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Take the color and plug it into the color and then the

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normal into the normal of the principled shader.

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Then select the UV map that we just created.

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We haven't strength value right here.

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And this is for how strong the bump is going to be.

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So if you want more, you can turn it up.

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If you want less, you can turn it down.

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And also in this texture mixture,

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you switch the color mode over to non-color,

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so it actually works properly.

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You'll notice if I drag this up,

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it's going to add in a lot of bumped to our texture,

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but I think that's a bit too much.

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So I'm going to set this down to a value of about.

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Let's try to for example.

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And I think that actually

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might be a bit too strong as well.

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Let's go a little bit lower and

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let's go with a value of 1.6.

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And I think that looks pretty good.

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And there we go.

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We've now created our first texture

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over in the material name.

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Let's make sure we named

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this and I'm just going to call it

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clean concrete right there.

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Whenever you're working with a really large scenes,

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it's important to name all of

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your materials so you can keep everything organized.

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The next material that we're going to

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create is a very basic one.

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And it is for the interior of our modern house to

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add in another material to

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the object that we have selected,

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hit that plus sign and create a new material.

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This material is going to be called a white glossy.

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And all we have to do is take the roughness and

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bring it down to a value of about 0.2 or 0.3.

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Let's open up the preview and

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we can see what that looks like.

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I think point to is probably good.

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And at the moment though,

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if we go inside

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our object that you're going to notice that all

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of the interior is still using that concrete texture.

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So what we need to do is go over to the Modifier Tab,

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open up the words that the material panel

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and change the material offset from 0 to one.

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And now it's going to use that white glossy material,

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as you can see on the inside.

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This over here is the other object.

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So if we were to move it out of the way,

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you can see the interior is that white glossy.

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So there you go, you can see

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the solidify modifier is using

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that material that we just created because

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we set the material offset up to one.

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And finally, the last material

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that will do is for the floor.

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Let's go over to the Material tab and

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hit that plus sign and create a new material.

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We'll call this one wood floor, just like that.

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And to assign it to the floor,

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what we need to do is go into

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edit mode and make sure you go

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into wire-frame and selected

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the floor right there as you can see,

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and then click Assign on this wood for now at

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the moment it's not going to work because it's still

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using these solidify modifier.

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So what we'll do is we'll press P and separate it

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by selection so it's its own object.

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If we select the floor now we

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can see it's its own object.

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And let's go ahead and get rid of all of these materials,

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the concrete and the white glossy,

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but leave the wood floor.

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And then we'll jump over to the solidify

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modifier and change the material offset down to 0.

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So it's actually using the correct material.

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So for this, it's going to be the same process for

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the clean concrete one we're just going to

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add in a couple of different textures.

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Will add it here and click Open.

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Go over to the folder.

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And this time we're going to select

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the wood texture folder.

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Select the texture and open it in.

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We'll take the color and plug it into the base color.

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Let's press shift D and drop it underneath.

00:09:18.845 --> 00:09:21.680
And then this time it's going to be the specular map.

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Take a color, plug it into the roughness,

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and then for the color space,

00:09:26.315 --> 00:09:28.460
switch it over to non-color.

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And then finally, the last

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one of course is the normal map.

00:09:31.580 --> 00:09:32.960
So click that button there,

00:09:32.960 --> 00:09:34.790
select the normal map.

00:09:34.790 --> 00:09:37.699
Then we're going to press Shift a vector

00:09:37.699 --> 00:09:40.895
and then select the normal map and place it here.

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We'll take the color,

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plug it into the color than the normal

00:09:44.975 --> 00:09:47.465
into the normal of the principled shader,

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and then select the UV map in the drop-down menu.

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Also switch this over to non-color.

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Let's see what this texture looks like by going inside

00:09:57.380 --> 00:09:58.730
our house and pressing Z and

00:09:58.730 --> 00:10:01.040
go into two material preview.

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There we go. We can see the wood texture

00:10:03.530 --> 00:10:04.835
is working perfectly fine,

00:10:04.835 --> 00:10:05.915
but it's way too big.

00:10:05.915 --> 00:10:08.810
So let's select it the base color and press Control T

00:10:08.810 --> 00:10:10.760
to add an, a mapping note.

00:10:10.760 --> 00:10:13.550
Another way to connect to one node to another one

00:10:13.550 --> 00:10:15.905
is if you hold the Alt key and right-click,

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you can drag it just like that and it will create an,

00:10:18.275 --> 00:10:20.460
a connection for you.

00:10:21.880 --> 00:10:26.120
For the scale, Let's add all these up to a value of 3.

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Let's see how that looks.

00:10:27.785 --> 00:10:29.300
That looks pretty good.

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I think we can go even higher.

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Let's try 4. And there we go.

00:10:34.400 --> 00:10:36.890
I think that is looking pretty good.

00:10:36.890 --> 00:10:39.935
If you want there to be more glossiness on the floor,

00:10:39.935 --> 00:10:42.860
what we can do is add in another color ramp and place

00:10:42.860 --> 00:10:46.325
it in between the specular and the principled shader.

00:10:46.325 --> 00:10:48.455
And then for the white color,

00:10:48.455 --> 00:10:50.300
you can select that handle

00:10:50.300 --> 00:10:53.000
and drag this so it's a darker color.

00:10:53.000 --> 00:10:54.680
If we go all the way down to black,

00:10:54.680 --> 00:10:57.065
you're going to notice it's very glossy.

00:10:57.065 --> 00:10:59.030
So what we're gonna do is probably just

00:10:59.030 --> 00:11:01.264
keep it in a gray color.

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Something like that will look pretty good.

00:11:05.560 --> 00:11:08.420
As for the strength of the normal map,

00:11:08.420 --> 00:11:09.980
I think it's a bit too strong,

00:11:09.980 --> 00:11:12.720
so let's go down to 0.7.

00:11:14.470 --> 00:11:17.405
And there we go. We've now created

00:11:17.405 --> 00:11:20.660
all of the materials for our first floor.

00:11:20.660 --> 00:11:22.910
In the next video, we'll work on

00:11:22.910 --> 00:11:25.500
the materials on our second floor.
