1
00:00:00,000 --> 00:00:02,160
Now that our brick texture is done,

2
00:00:02,160 --> 00:00:03,410
let's go ahead and work on it.

3
00:00:03,405 --> 00:00:05,045
The textures for the pool,

4
00:00:05,040 --> 00:00:07,910
the tile, and the water for the pool itself.

5
00:00:07,905 --> 00:00:10,395
Let's do the water first because that's the easiest.

6
00:00:10,395 --> 00:00:11,915
Select your plane right here,

7
00:00:11,910 --> 00:00:13,850
this plane that has the displacement.

8
00:00:13,845 --> 00:00:16,115
And then let's create a new material.

9
00:00:16,110 --> 00:00:18,260
So come over to this menu and then select

10
00:00:18,255 --> 00:00:21,335
the shader editor will create a new material.

11
00:00:21,330 --> 00:00:23,480
And remember, you're supposed to name your materials.

12
00:00:23,475 --> 00:00:25,505
So we'll call this water.

13
00:00:25,500 --> 00:00:27,210
Now to create water,

14
00:00:27,210 --> 00:00:28,650
it's actually very simple.

15
00:00:28,650 --> 00:00:30,030
What we're gonna do is select

16
00:00:30,030 --> 00:00:33,000
the principle that shader and press X to delete it.

17
00:00:33,000 --> 00:00:35,910
Then we're going to press Shift a and add an a shader

18
00:00:35,910 --> 00:00:38,670
and then a glass shader right here.

19
00:00:38,665 --> 00:00:40,045
Take them BSD f,

20
00:00:40,040 --> 00:00:43,250
and plug it into the surface of the material output.

21
00:00:43,250 --> 00:00:44,750
And there we go.

22
00:00:44,750 --> 00:00:47,330
Now we have a glass of looking material.

23
00:00:47,330 --> 00:00:50,530
One thing that we need to change is the IOR value.

24
00:00:50,525 --> 00:00:53,365
Ior, which stands for index of refraction,

25
00:00:53,360 --> 00:00:56,540
is basically how light passes through an object.

26
00:00:56,540 --> 00:01:01,510
And we basically need to set this to a value of 1.333.

27
00:01:01,505 --> 00:01:03,515
That is the IOR of water.

28
00:01:03,515 --> 00:01:06,565
Once you've done that, now that's all you have to do.

29
00:01:06,560 --> 00:01:08,710
I'm also going to change the color to

30
00:01:08,705 --> 00:01:11,785
a slightly blue color somewhere around there,

31
00:01:11,780 --> 00:01:13,330
I think will look good.

32
00:01:13,325 --> 00:01:14,905
To see what this looks like.

33
00:01:14,900 --> 00:01:17,690
We can press Z and go into rendered view.

34
00:01:17,690 --> 00:01:20,180
You can see that is looking pretty good.

35
00:01:20,180 --> 00:01:21,560
You can also go over to

36
00:01:21,560 --> 00:01:24,560
the Material tab and check the preview right there.

37
00:01:24,560 --> 00:01:26,150
The next material that we will create

38
00:01:26,150 --> 00:01:27,720
is the concrete over here.

39
00:01:27,720 --> 00:01:29,170
Refer these pathways.

40
00:01:29,165 --> 00:01:31,495
Let's go ahead and select that object and then

41
00:01:31,490 --> 00:01:33,830
select the clean concrete right here.

42
00:01:33,830 --> 00:01:35,810
And then of course we need to duplicate this.

43
00:01:35,810 --> 00:01:38,540
So click on that fourth to duplicate this material.

44
00:01:38,540 --> 00:01:40,610
And this time we're going to call it dirty

45
00:01:40,610 --> 00:01:43,370
concrete, just like that.

46
00:01:43,370 --> 00:01:45,380
Then over in the textures,

47
00:01:45,380 --> 00:01:46,580
we're going to switch them all out.

48
00:01:46,580 --> 00:01:48,110
So click that button right there and then

49
00:01:48,110 --> 00:01:50,090
selected the dirty concrete folder,

50
00:01:50,090 --> 00:01:51,320
which is this one right here.

51
00:01:51,320 --> 00:01:54,250
Select it, will go with the texture.

52
00:01:54,245 --> 00:01:56,815
Open image will come down here,

53
00:01:56,810 --> 00:01:58,880
select these specular map.

54
00:01:58,880 --> 00:02:02,120
This one right here, select it and go open image.

55
00:02:02,120 --> 00:02:03,560
And then finally, the one on

56
00:02:03,560 --> 00:02:05,270
the bottom that which is the normal map.

57
00:02:05,270 --> 00:02:07,010
We will select the folder icon.

58
00:02:07,010 --> 00:02:12,260
Select that folder, select the normal map and open image.

59
00:02:12,260 --> 00:02:14,150
Once you've opened up those images,

60
00:02:14,150 --> 00:02:16,640
the color space has switched over to the RGB,

61
00:02:16,640 --> 00:02:18,620
so switch it back over to non-color,

62
00:02:18,620 --> 00:02:20,960
so the textures work correctly.

63
00:02:20,960 --> 00:02:23,570
Let's him in and press Z and go into

64
00:02:23,570 --> 00:02:26,020
material preview to see what it looks like.

65
00:02:26,015 --> 00:02:28,435
At the moment you can see the texture is not

66
00:02:28,430 --> 00:02:31,060
working because the UV map is messed up.

67
00:02:31,055 --> 00:02:32,635
So let's unwrap everything.

68
00:02:32,630 --> 00:02:34,960
Once again, I'm going to go into edit mode,

69
00:02:34,955 --> 00:02:37,945
press a to select everything, go you,

70
00:02:37,940 --> 00:02:41,770
and then the smart UV project and then hit Okay.

71
00:02:41,765 --> 00:02:43,675
And there we go.

72
00:02:43,670 --> 00:02:45,880
As you can see, that texture looks so much better.

73
00:02:45,875 --> 00:02:47,335
There's no more stretching along

74
00:02:47,330 --> 00:02:49,820
this way and it's looking pretty good.

75
00:02:49,820 --> 00:02:52,090
If you want the texture to be smaller,

76
00:02:52,085 --> 00:02:54,035
just come over to the mapping node

77
00:02:54,035 --> 00:02:56,755
and select all of these scaled values.

78
00:02:56,750 --> 00:02:59,840
And maybe we'll set that up to a value of five.

79
00:02:59,840 --> 00:03:02,420
And I think that looks pretty good.

80
00:03:02,420 --> 00:03:04,580
Over here where we have the garden.

81
00:03:04,580 --> 00:03:06,310
Let's select that dirt texture.

82
00:03:06,305 --> 00:03:07,775
So we'll go into edit mode,

83
00:03:07,775 --> 00:03:09,875
make sure the face select mode is active.

84
00:03:09,875 --> 00:03:10,975
And then we'll select both of

85
00:03:10,970 --> 00:03:14,590
those faces over in the material tab,

86
00:03:14,585 --> 00:03:16,055
hit that plus sign

87
00:03:16,055 --> 00:03:18,785
the drop-down menu and type in the word dirt.

88
00:03:18,785 --> 00:03:20,865
And you should see the Dirt Texture,

89
00:03:20,869 --> 00:03:23,469
select it, and then hit Assign.

90
00:03:23,465 --> 00:03:26,515
At the moment that texture is way too small,

91
00:03:26,510 --> 00:03:27,920
so we need to scale it up.

92
00:03:27,920 --> 00:03:30,460
Let's switch it over to the YUV image editor.

93
00:03:30,455 --> 00:03:34,625
Press a to select everything and scale it up.

94
00:03:34,625 --> 00:03:36,875
Much better.

95
00:03:36,875 --> 00:03:39,215
As for the pool itself,

96
00:03:39,215 --> 00:03:41,615
we're going to be using a tile texture.

97
00:03:41,615 --> 00:03:43,555
So let's select it the entire pool

98
00:03:43,550 --> 00:03:45,340
and assign it a new material.

99
00:03:45,335 --> 00:03:46,915
We'll go into edit mode.

100
00:03:46,910 --> 00:03:50,060
And what we'll do is we'll press Alt a to de-select.

101
00:03:50,060 --> 00:03:53,240
We'll zoom in holding the Alt key and you can

102
00:03:53,240 --> 00:03:55,190
left-click to select that entire loop

103
00:03:55,190 --> 00:03:56,620
as you can see there.

104
00:03:56,615 --> 00:03:58,285
We'll zoom in a little bit more and

105
00:03:58,280 --> 00:03:59,600
then we'll select the corner.

106
00:03:59,600 --> 00:04:01,090
So holding Shift and Alt,

107
00:04:01,085 --> 00:04:03,535
we'll select the corner so it selects that loop.

108
00:04:03,530 --> 00:04:06,020
Then we'll go into wireframe so we can see what

109
00:04:06,020 --> 00:04:08,500
we're doing and then just select everything else.

110
00:04:08,495 --> 00:04:11,045
So holding Alt, I will select that ring,

111
00:04:11,045 --> 00:04:14,705
that ring, and then finally the ground itself, this one,

112
00:04:14,705 --> 00:04:19,675
and this one will come over to the Material tab,

113
00:04:19,670 --> 00:04:20,800
hit that plus sign,

114
00:04:20,795 --> 00:04:23,095
and then select just any of the textures that we've

115
00:04:23,090 --> 00:04:24,110
already made or any of

116
00:04:24,110 --> 00:04:25,660
the materials that we've already made.

117
00:04:25,655 --> 00:04:29,035
So we'll select the BRCA1 and 2, duplicate it.

118
00:04:29,030 --> 00:04:31,280
You need to make sure you go out of edit mode because

119
00:04:31,280 --> 00:04:33,590
you can see the two is actually grayed out.

120
00:04:33,590 --> 00:04:37,390
So go out of edit mode by hitting tab, then hit two,

121
00:04:37,385 --> 00:04:38,905
and then you can go back into

122
00:04:38,900 --> 00:04:41,540
edit mode and then assign that brick material.

123
00:04:41,540 --> 00:04:45,220
So with everything selected, we'll click Assign.

124
00:04:45,215 --> 00:04:47,785
We'll call this material tile,

125
00:04:47,780 --> 00:04:49,940
just like that, and then let's create it.

126
00:04:49,940 --> 00:04:52,240
So switching back over to the shader editor,

127
00:04:52,235 --> 00:04:54,535
we're going to switch out all of those textures.

128
00:04:54,530 --> 00:04:56,120
With this texture selected,

129
00:04:56,120 --> 00:04:57,830
we're going to hit that folder icon,

130
00:04:57,830 --> 00:05:00,590
will go back until we find the tile texture,

131
00:05:00,590 --> 00:05:02,610
which is this texture right here,

132
00:05:02,614 --> 00:05:06,894
selected the colormap and open image will come down here,

133
00:05:06,890 --> 00:05:09,670
select the specular, which one,

134
00:05:09,665 --> 00:05:11,915
which is this one right here, the specular map.

135
00:05:11,915 --> 00:05:14,945
Click Open. And then finally the normal map.

136
00:05:14,945 --> 00:05:16,585
We'll go back over to that folder,

137
00:05:16,580 --> 00:05:17,920
select the normal map,

138
00:05:17,915 --> 00:05:19,825
and then go open image.

139
00:05:19,820 --> 00:05:22,190
Let's zoom in and take a look at what this looks like.

140
00:05:22,190 --> 00:05:23,920
So I'll zoom in over on this corner,

141
00:05:23,915 --> 00:05:27,085
will press Z and go into material preview.

142
00:05:27,080 --> 00:05:29,540
Let's take a look at our texture by zooming

143
00:05:29,540 --> 00:05:32,230
in and the pool water is currently in the way.

144
00:05:32,225 --> 00:05:33,725
So let's hide that from the view.

145
00:05:33,725 --> 00:05:36,695
Let's select our object and then press H to hide it.

146
00:05:36,695 --> 00:05:38,365
Don't worry, it is still there and we'll

147
00:05:38,360 --> 00:05:40,630
bring it back in just a couple of minutes.

148
00:05:40,625 --> 00:05:43,885
As you can see, our texture is looking pretty good,

149
00:05:43,880 --> 00:05:48,110
but the, but the UV map is not really lined up properly.

150
00:05:48,110 --> 00:05:50,470
The texture is kind of all over the place.

151
00:05:50,465 --> 00:05:52,415
So let's go ahead and fix that.

152
00:05:52,415 --> 00:05:55,045
What I'll do first is I will select it

153
00:05:55,040 --> 00:05:57,520
and then I'll change the scale of the tiles.

154
00:05:57,515 --> 00:05:59,825
At the moment, the scale is pretty big.

155
00:05:59,825 --> 00:06:02,495
So with the scale value in the mapping note,

156
00:06:02,495 --> 00:06:04,085
let's select the entire thing

157
00:06:04,085 --> 00:06:06,305
and we'll go with a value of 10.

158
00:06:06,305 --> 00:06:08,635
And that looks much better.

159
00:06:08,630 --> 00:06:11,060
Now for the beam AB, Let's switch it over to

160
00:06:11,060 --> 00:06:13,720
the YUV image editor by switching it right here.

161
00:06:13,715 --> 00:06:15,695
And then we'll go into edit mode.

162
00:06:15,695 --> 00:06:17,515
What we need to do is start out on

163
00:06:17,510 --> 00:06:19,510
the bottom and then work our way up.

164
00:06:19,505 --> 00:06:20,935
If we started out on the top,

165
00:06:20,930 --> 00:06:22,760
it's not going to really line up and it's going

166
00:06:22,760 --> 00:06:24,880
to be a lot harder to line everything up.

167
00:06:24,875 --> 00:06:26,695
So starting out on the floor of

168
00:06:26,690 --> 00:06:29,450
the pool will switch over to the face select mode,

169
00:06:29,450 --> 00:06:31,360
select both of these faces,

170
00:06:31,355 --> 00:06:33,625
and then will position them how we want.

171
00:06:33,620 --> 00:06:35,780
So I'm going to zoom in and I want

172
00:06:35,780 --> 00:06:38,200
a black line to be on each of the corners.

173
00:06:38,195 --> 00:06:40,745
So we'll zoom in on our texture over here,

174
00:06:40,745 --> 00:06:43,015
and then we'll press G and drag it

175
00:06:43,010 --> 00:06:45,970
over until it lines up right there.

176
00:06:45,965 --> 00:06:47,405
Just like that.

177
00:06:47,405 --> 00:06:49,075
And that looks much better.

178
00:06:49,070 --> 00:06:51,170
I'm going to hold the Alt key and select

179
00:06:51,170 --> 00:06:53,920
that inner loop of faces right there.

180
00:06:53,915 --> 00:06:57,025
And I want a big tile to be on the floor right here.

181
00:06:57,020 --> 00:06:59,750
So what I'll do is I'll press G, then y,

182
00:06:59,750 --> 00:07:02,990
and we'll drag it until it lines up like that,

183
00:07:02,990 --> 00:07:06,110
then G and X, and then we'll move it up until we have

184
00:07:06,110 --> 00:07:09,290
a big tile on the floor right about there.

185
00:07:09,290 --> 00:07:11,780
Looks good. Now, this tile

186
00:07:11,780 --> 00:07:13,610
on the right is not really lined up,

187
00:07:13,610 --> 00:07:15,020
so we will select it,

188
00:07:15,020 --> 00:07:17,630
will press G and Y and drag it over

189
00:07:17,630 --> 00:07:20,680
until it lines up with the tiles on the floor.

190
00:07:20,675 --> 00:07:22,225
Just like that.

191
00:07:22,220 --> 00:07:23,870
That looks much better.

192
00:07:23,870 --> 00:07:25,700
As for the tiles on top,

193
00:07:25,700 --> 00:07:26,810
what we'll do is we'll go into

194
00:07:26,810 --> 00:07:28,760
edit mode holding the ALT key,

195
00:07:28,760 --> 00:07:30,830
I will select that entire loop.

196
00:07:30,830 --> 00:07:33,410
We'll press G and then move it in

197
00:07:33,410 --> 00:07:36,110
line just like that, G and Y.

198
00:07:36,110 --> 00:07:37,700
And we'll drag it over just slightly.

199
00:07:37,700 --> 00:07:39,470
And if it's a little bit hard to see,

200
00:07:39,470 --> 00:07:41,450
you can zoom in on the YUV image editor

201
00:07:41,450 --> 00:07:43,540
and get it a little bit more precise.

202
00:07:43,535 --> 00:07:46,135
So I'll press G and Y and we'll drag

203
00:07:46,130 --> 00:07:48,740
it until it lines up right there.

204
00:07:48,740 --> 00:07:50,600
That looks perfect.

205
00:07:50,600 --> 00:07:52,840
And then we'll keep going. We'll go

206
00:07:52,835 --> 00:07:54,025
into edit mode once again,

207
00:07:54,020 --> 00:07:55,400
we'll select that entire loop

208
00:07:55,400 --> 00:07:57,490
right there by holding the Alt key.

209
00:07:57,485 --> 00:07:59,935
Then we'll press G and Y and

210
00:07:59,930 --> 00:08:02,390
drag it over until it lines up G

211
00:08:02,390 --> 00:08:04,160
and X and drag it down until

212
00:08:04,160 --> 00:08:07,060
that black line is right in line with the corner.

213
00:08:07,055 --> 00:08:08,305
As you can see.

214
00:08:08,300 --> 00:08:10,040
You can see it's just slightly off,

215
00:08:10,040 --> 00:08:13,520
so I'm going to zoom in on the YUV image editor and why,

216
00:08:13,520 --> 00:08:15,230
and then drag it over just a

217
00:08:15,230 --> 00:08:17,150
very slightly until that line,

218
00:08:17,150 --> 00:08:19,910
it lines up just like that.

219
00:08:19,910 --> 00:08:22,010
You can see this one over here

220
00:08:22,010 --> 00:08:23,360
is totally out of whack now,

221
00:08:23,360 --> 00:08:24,880
so we will select it

222
00:08:24,875 --> 00:08:27,665
g and then just place it where we need it.

223
00:08:27,665 --> 00:08:31,365
So right there looks good.

224
00:08:31,369 --> 00:08:33,289
And then G and X and Dragon

225
00:08:33,290 --> 00:08:35,890
until the black line is in the corner.

226
00:08:35,885 --> 00:08:38,005
And there we go.

227
00:08:38,000 --> 00:08:39,830
And finally we will go into edit mode.

228
00:08:39,830 --> 00:08:40,940
Once again, we'll select

229
00:08:40,940 --> 00:08:44,540
that top loop by holding the Alt key, select the corner.

230
00:08:44,540 --> 00:08:48,080
And we'll zoom in G

231
00:08:48,080 --> 00:08:50,240
and then just place it exactly where we need.

232
00:08:50,240 --> 00:08:52,330
So I'll move it along the y

233
00:08:52,325 --> 00:08:55,205
until it lines up just like that.

234
00:08:55,205 --> 00:08:56,375
There we go.

235
00:08:56,375 --> 00:08:58,565
And then we will select this face.

236
00:08:58,565 --> 00:09:00,445
And it looks like we need to go back this

237
00:09:00,440 --> 00:09:03,800
way and then line it up right about.

238
00:09:03,800 --> 00:09:05,780
There, looks good.

239
00:09:05,780 --> 00:09:07,000
And there we go.

240
00:09:06,995 --> 00:09:08,815
I've now lined up all of the tiles

241
00:09:08,810 --> 00:09:11,180
and everything is looking really good.

242
00:09:11,180 --> 00:09:13,490
And finally, the last material that we'll do

243
00:09:13,490 --> 00:09:15,890
in this tutorial is these lights right here.

244
00:09:15,890 --> 00:09:18,200
I'm going to select them and I'll just give them

245
00:09:18,200 --> 00:09:19,700
that white glossy material that

246
00:09:19,700 --> 00:09:21,260
we've used for a lot of other things.

247
00:09:21,260 --> 00:09:22,610
So I'll type in white and then

248
00:09:22,610 --> 00:09:24,700
select the white glossy material.

249
00:09:24,695 --> 00:09:27,395
I'm also going to right-click and shade it smooth.

250
00:09:27,395 --> 00:09:29,335
Once we do this though, you're going to notice that

251
00:09:29,330 --> 00:09:31,270
it gives it a weird bevel issue.

252
00:09:31,265 --> 00:09:34,345
So to fix that, we're going to go over to this menu.

253
00:09:34,340 --> 00:09:36,730
This is the object data panels.

254
00:09:36,725 --> 00:09:38,335
Underneath the normalised we're going to

255
00:09:38,330 --> 00:09:40,160
turn on auto smooth.

256
00:09:40,160 --> 00:09:41,690
And that will fix the edges.

257
00:09:41,690 --> 00:09:43,600
And now it looks much better.

258
00:09:43,595 --> 00:09:45,275
And since we all did it,

259
00:09:45,275 --> 00:09:47,705
it's going to apply that exact same thing to

260
00:09:47,705 --> 00:09:51,245
every single one of the lights that we've added before.

261
00:09:51,250 --> 00:09:55,120
Now to bring back the water and you can press Alt and

262
00:09:55,115 --> 00:09:58,255
H to bring it back. And there we go.

263
00:09:58,250 --> 00:09:59,830
That concludes this section.

264
00:09:59,825 --> 00:10:02,005
We've created a lot of materials and learned

265
00:10:02,000 --> 00:10:04,770
a lot about UV unwrapping and textures.

266
00:10:04,774 --> 00:10:06,924
We don't really need this window on the right,

267
00:10:06,920 --> 00:10:08,360
so you can close it by clicking

268
00:10:08,360 --> 00:10:09,860
in the top right corner until

269
00:10:09,860 --> 00:10:11,090
your cursor turns into

270
00:10:11,090 --> 00:10:14,880
a plus sign and then clicking and dragging over.

271
00:10:14,950 --> 00:10:16,760
And there we go.

272
00:10:16,760 --> 00:10:18,640
That is looking really good.

273
00:10:18,635 --> 00:10:20,335
As for the next section,

274
00:10:20,330 --> 00:10:22,220
we're going to be focused on lighting,

275
00:10:22,220 --> 00:10:24,050
adding an HDR into our scene

276
00:10:24,050 --> 00:10:27,060
and making everything look really good.

