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سيارات 1

سيارات 1

moab rz

3583 segments EN

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[00:03]

Hi there and I'm happy to see you on

[00:04]

Unreal Engine automotive masterclass

[00:06]

brought to you by post-processed and

[00:08]

double jump academy. In this master

[00:10]

class we will be covering whole process

[00:13]

of preparing car for rigging and

[00:16]

rendering the final cinematics. This is

[00:18]

also a disclaimer for me. Some things

[00:20]

which I'm making may seem to be done

[00:22]

effortless but I'm having a huge

[00:24]

experience of doing this like for

[00:25]

example camera animations and camera

[00:27]

shots. If you are not successful in

[00:29]

creating those shots from the first try,

[00:31]

don't get disappointed and just continue

[00:33]

doing what you're learning because this

[00:36]

one is only comes with experience and

[00:38]

unfortunately you can't speedrun your

[00:40]

life and your experience. I hope you

[00:42]

will enjoy this masterass and I'm

[00:44]

wishing you good luck and success in

[00:46]

automotive industry. Okay, let's start

[00:49]

with the first module uh where we will

[00:51]

be preparing our data and our models to

[00:55]

Unreal Engine. First we will start with

[00:57]

Blender and here we will be importing

[01:00]

the models, splitting it the way it

[01:02]

suits for the rig and so on. Then

[01:05]

exporting the whole model. For the

[01:07]

models I will be using some free models

[01:09]

which I found on Sketch Fab. The link is

[01:12]

in description. I have already

[01:14]

downloaded uh these models here. So the

[01:17]

first one is this Porsche 911

[01:20]

uh by Kevin.

[01:23]

So you will be able to download that.

[01:26]

The second one is another Porsche but

[01:28]

the GT3 version also by the same guy. He

[01:31]

is doing the great models. Those are

[01:33]

probably some game models. They are not

[01:36]

highly detailed in the interiors but

[01:39]

still they're looking good enough for uh

[01:42]

external view because we will be

[01:44]

focusing mostly on the animations and

[01:46]

the interiors. the quality of interior

[01:49]

and how you can show it or present

[01:51]

mostly depends on the quality of the

[01:53]

model. So this is how it looks. This

[01:57]

this one and the second one it's it is

[02:01]

fine like in terms of quality but still

[02:05]

I would probably avoid showing the

[02:06]

interior of this model.

[02:11]

The third one would be the Polestar

[02:15]

one which is looking good. That's also

[02:17]

free model. It is really suiting the

[02:23]

environments which we are going to

[02:25]

create later in this master class which

[02:27]

will be the minimalistic environments

[02:31]

like the pole star does something like

[02:33]

that. So we will deep you know deep dive

[02:36]

into this and uh see how we can we can

[02:39]

create something similar using the

[02:43]

mega scans and the Unreal Engine

[02:45]

modeling tools. So this car is just the

[02:47]

perfect fit for this sort of

[02:50]

environments which we're going to

[02:52]

recreate. So I downloaded all three of

[02:55]

those models and uh we are going to

[02:58]

prepare them first and then input to

[03:00]

Unreal Engine and uh set up the Unreal

[03:03]

Engine project.

[03:06]

So let's start with the first one uh

[03:08]

with the Porsche 911. So we go file

[03:12]

import FBX

[03:14]

and we'll go with a Porsche source and

[03:18]

get the FBX file.

[03:20]

So the thing is that Unreal is actually

[03:23]

using centimeters instead of meters like

[03:26]

Blender. I think centimeters only used

[03:29]

in Maya or maybe also VR but most of the

[03:32]

3D packages are using meters in the

[03:35]

scaling units. So I noticed that if you

[03:39]

set up the scale unit unit scale to

[03:42]

0.01,

[03:44]

it will switch to centimeters. And

[03:47]

before uh in Unreal Engine 5.1, I really

[03:51]

had issues with the scaling when I get

[03:55]

models from Blender and I really needed

[03:57]

to set it up, but something was fixed in

[04:00]

Unreal in uh I think version 5.3 that

[04:04]

you don't need to do that anymore. So

[04:06]

you can keep it at one. And let's have a

[04:09]

look at our model. So I instantly can

[04:12]

see it's like huge. It's enormous. And

[04:14]

there are some problems even with the

[04:16]

display. So first of all, what we need

[04:18]

to do is to scale that down to the

[04:21]

proper value. So if I try to measure for

[04:24]

example the length of the car, it's 4

[04:27]

kilometers in the size which is

[04:31]

uh not the proper size indefinitely. Uh

[04:35]

you should keep all selected and when

[04:38]

you're working in a view port hit S

[04:41]

button on keyboard and type 0.01

[04:48]

and that should be probably much better.

[04:50]

The model is oriented oriented the wrong

[04:53]

way but we'll fix it later. So this is

[04:57]

already better. Let's measure that again

[04:59]

and see if that works. Uh nope. It is

[05:03]

still 10 times bigger. It's like super

[05:05]

huge. So yeah, it's 45 m. Uh so let's

[05:09]

scale it down once more. So press S on

[05:13]

the keyboard and t type 0.1.

[05:19]

Now it should be proper size. Let's see.

[05:22]

The wheelbase is 2.4

[05:24]

m which is which is realistic and is

[05:28]

close to real size of the Porsche 911.

[05:31]

Yeah. 4.6 meters the whole length of the

[05:34]

car. So the thing is how Unreal Engine

[05:39]

works with axis and how the rig is

[05:41]

actually done. The rig done the way that

[05:44]

the car should always

[05:48]

face be facing X forward because the rig

[05:52]

which we'll be going to using in Unreal

[05:54]

Engine is made this way that Z is always

[05:58]

up and X always forward. So let's switch

[06:02]

to front view

[06:05]

and now use rotate or press R and rotate

[06:10]

it on Yaxis

[06:13]

to put it Z up by holding control and

[06:16]

rotating it with your mouse. So right

[06:18]

now it is standing properly on the

[06:21]

ground. Let's see again.

[06:24]

Yes, it's straight forward. All looking

[06:27]

good. Now we need to face it X forward.

[06:31]

So let's switch to top view.

[06:36]

Hold control again and rotate it to X

[06:41]

forward. So here it's X forward and it

[06:45]

should be facing this way.

[06:48]

Uh half of the work is done. But

[06:52]

what we need to check also that we don't

[06:55]

have any wheel camber. So if you select

[06:58]

the wheel and uh let's hide everything

[07:01]

else with the shift H. You should see

[07:05]

that the wheel is

[07:08]

straight. it just like going straight

[07:10]

down and it's not

[07:14]

angled somehow or doesn't have camber

[07:16]

because you have the you will have the

[07:18]

camber in the rig and when you're

[07:20]

getting the data from the modeler or

[07:23]

from your client or from I don't know VR

[07:26]

expert from your colleague if you're

[07:28]

working in the automotive industry they

[07:31]

either should prepare the wheel

[07:35]

that it stays straight or they should

[07:38]

give you the values

[07:40]

for how much camber is that. Usually

[07:42]

it's like one degree or something. So it

[07:45]

is like one degree camber or maybe maybe

[07:48]

even less maybe like 0.8°

[07:52]

but yeah there are there are sometimes

[07:54]

some camber. You need to avoid the

[07:56]

camber. There should be no camber at

[07:58]

all. It always should be standing

[08:01]

straight because you can put the car

[08:05]

put the camera on the car inside Unreal

[08:07]

Engine. So you don't need to u do that

[08:12]

in Blender or something or in the car

[08:15]

model because most of the like VR red or

[08:18]

uh like automotive presentations they

[08:20]

are done with the static cars and with

[08:23]

the static car they want to wheel to be

[08:27]

with the camber. So because it has the

[08:29]

load on the car.

[08:31]

Okay. So here we have everything we need

[08:36]

and now we need to split the model the

[08:40]

way it will work with the rig. So the

[08:43]

rig logics is built like you don't need

[08:46]

any bones. You don't need that at all.

[08:48]

So you don't need to rig the car in uh

[08:50]

blender, prepare the bone bones, assign

[08:53]

weights or assign geometry to the bones.

[08:55]

You just need to export separate parts.

[08:59]

So

[09:00]

first we will take the wheels.

[09:05]

So here we have the front wheel and we

[09:08]

first exporting

[09:10]

the rotating part. The rotating part is

[09:13]

basically like everything here

[09:17]

and uh also the brake disc,

[09:21]

the inside and the tire. Let's try

[09:24]

again. I just picked too much. By

[09:27]

holding shift, you can click all of

[09:29]

those parts. Sometimes there are a lot.

[09:32]

Unfortunately, this model, as you can

[09:33]

see, is not grouped properly. Sometimes

[09:36]

you have the model grouped properly and

[09:39]

you just can select one group of the

[09:42]

wheel and so on. And we will select all

[09:46]

the parts of the wheel. can check if you

[09:49]

selected everything by pressing H on

[09:52]

your keyboard and see if it's like

[09:54]

hiding all the parts which you need.

[09:56]

Here I definitely didn't select all what

[09:58]

I need. Still not there. Also this one.

[10:04]

Okay. Almost there.

[10:08]

Okay. So good. This last part it's the

[10:11]

part of the brake caliper. So we are not

[10:15]

going to take that one. Uh the thing is

[10:18]

like with this which wheel you should

[10:20]

pick

[10:22]

you should always pick the passenger

[10:26]

wheel the right one because for the rig

[10:28]

you don't need all four wheels you just

[10:30]

need two of them because they will be

[10:33]

basically rotated and uh they will be

[10:35]

like mirrored in the rig. So you just

[10:38]

need uh on one side of the car. So

[10:42]

that's the passenger side or driver's

[10:44]

side if you are from UK. So you pick the

[10:47]

right wheel of the car.

[10:50]

Here we have it. It's all selected. All

[10:53]

proper.

[10:54]

Now we need to export that. Click file,

[10:59]

export

[11:01]

FBX.

[11:02]

Here I will create a new folder and

[11:04]

we'll name it Porsche

[11:09]

Unreal Engine.

[11:11]

Open this folder and this is going to be

[11:14]

front wheel.

[11:20]

In terms of settings which you need to

[11:21]

check, you always limit it to selected

[11:25]

objects because we don't want to export

[11:27]

the whole car. We want to split that

[11:29]

car. And this is just the way I used to

[11:33]

it. And I think it's just like better to

[11:36]

do it this way instead of exporting the

[11:39]

whole car mesh and then putting the

[11:42]

whole car mesh inside Unreal Engine and

[11:45]

you won't be able to define which parts

[11:48]

you are just putting in. And sometimes I

[11:50]

prefer to merge them. Sometimes I prefer

[11:53]

to import them not merged and this is

[11:55]

just like faster and better because it

[11:58]

takes much more time to split it in

[12:00]

Unreal Engine and prepare that for the

[12:03]

rig than just export these few things

[12:06]

from Blender. So you limit that to

[12:09]

selected objects. You select mesh and

[12:12]

other by holding shift button. Then in

[12:17]

transform select forward X and Z up.

[12:24]

Then we don't use the bake animation. We

[12:28]

don't have any animation. So don't use

[12:30]

that bake animation. Uncheck this box.

[12:32]

In armature

[12:34]

remove the dick from add leave bones.

[12:36]

And in geometry

[12:39]

smoothing groups, select face and keep

[12:42]

the apply modifiers because sometimes

[12:47]

there are modifiers in the cars and they

[12:50]

are mirroring the geometry and if you

[12:52]

don't apply modifiers they will not be

[12:57]

used and you will have half of your car

[13:00]

disappeared.

[13:02]

So this one is correct and we hit

[13:05]

export.

[13:06]

Okay, we have one wheel already

[13:10]

prepared. So, we can hide it. Now, let's

[13:14]

select everything. What is for the

[13:16]

caliper? With the calipers, it is a

[13:20]

little bit different. If the caliper is

[13:23]

not standing like with a straight angle

[13:26]

or if the caliper has something written

[13:29]

on it,

[13:31]

you can't export only one caliper. you

[13:35]

you would need the caliper from both

[13:36]

sides because it's a little bit

[13:38]

different how it works with a rotation.

[13:41]

If you rotate the wheel on 180°, it will

[13:45]

be like that. But if you rotate the

[13:48]

caliper on 180°, it will not be here. It

[13:53]

will be on the other side. So basically,

[13:55]

it will be there. And we don't want

[13:59]

that. We want it to sit at the same

[14:02]

spot. And also even if you use

[14:05]

multiplication by minus one for example

[14:09]

and it will mirror the geometry

[14:12]

you will not have the proper writing on

[14:16]

the caliper. So the calipers we would

[14:18]

need to export from both sides.

[14:21]

So I will export the caliper right now

[14:23]

with all its parts.

[14:29]

Okay. And now the writing. Okay, good.

[14:38]

And now I will do the same way uh when

[14:41]

you expert in the blender remembers the

[14:43]

settings. So I just need to name it

[14:46]

front

[14:49]

right or just FR which will be front

[14:53]

right caliper.

[14:58]

Okay, export.

[15:02]

Now I will hide it too because I don't

[15:04]

need it anymore. Let's go further and

[15:07]

see what is happening here. Let's export

[15:10]

the rear wheel.

[15:14]

Okay, the same way. Just select

[15:17]

everything. Don't miss any parts.

[15:20]

Be sure that you picked uh

[15:24]

all of the

[15:26]

wheel including the

[15:29]

brake disc and if you hide it. Okay, so

[15:32]

yeah, almost there. Just the writing.

[15:35]

Okay, cool.

[15:39]

Now I picked all the wheel. So I hit

[15:41]

file export again FBX and now I will

[15:47]

have it as

[15:49]

rare wheel.

[15:53]

Export FBX.

[15:55]

Nice. Now I can hide it. And let's get

[15:59]

the caliper.

[16:01]

Taking all of these parts again.

[16:08]

Okay. Let's check. Yep, everything is

[16:11]

selected. File, export, FBX. Now that

[16:16]

would be

[16:18]

rare, right? Caliper.

[16:21]

Export. Done. Now I can hide it. So I

[16:25]

don't need it anymore. I can hide the

[16:28]

entire wheel here.

[16:31]

Okay, cool.

[16:39]

and this one. Okay, great. Now I would

[16:43]

select all parts of left caliper. Okay,

[16:48]

export FBX

[16:52]

front left caliper

[16:56]

export also hide it. Same we are doing

[17:00]

with this

[17:05]

rare wheel. Oh, oops. This one should be

[17:08]

there.

[17:12]

Now is the question if I if I exported

[17:17]

this uh caliper holder. No, I did not.

[17:21]

So, I also hid that which is bad.

[17:26]

So, yeah, I would need to unhide

[17:28]

everything.

[17:30]

and

[17:31]

do that again for the front caliper.

[17:34]

Sometimes that happens. Not a big deal.

[17:40]

Okay.

[17:47]

Okay. Nice. Now it's better.

[17:50]

This is all of the parts. Yes. File

[17:55]

export

[17:57]

front left caliper.

[17:59]

We're going to replace it and hide.

[18:03]

Good.

[18:06]

Now, the rare one.

[18:14]

I'm hiding those parts because uh I will

[18:16]

be selecting everything afterwards and I

[18:19]

would need the body.

[18:21]

Okay.

[18:23]

And the writing here. Cool. File.

[18:27]

Export. FBX and that would be rare left

[18:31]

caliper

[18:33]

export

[18:34]

and now I can hide it. Okay, we are left

[18:37]

with the body but with the body there

[18:39]

also

[18:41]

some limitations which uh we need to

[18:43]

consider. Uh there's some also specific

[18:46]

way to export the

[18:49]

body and uh I prefer to split the glass

[18:52]

of the body because

[18:55]

sometimes in lumen there are problems

[18:58]

with emerged meshes and we would like to

[19:00]

avoid it. I will show you later how that

[19:02]

looks and what happens usually with the

[19:04]

glass if you are not splitting that.

[19:07]

Also I just prefer to you know separate

[19:10]

it. So I'll go with this

[19:14]

this glass the windshield

[19:17]

windows rear glass

[19:20]

and the glass which covers the back here

[19:26]

and I think this is it if I hide it.

[19:29]

Yeah this is fine that yeah that looks

[19:31]

fine. So yeah uh now we will be

[19:35]

exporting the glass separately. file

[19:37]

export FBX and that should be glass.

[19:45]

Now we can hide it. Select everything

[19:47]

else.

[19:49]

File export and that would be our body.

[19:53]

I'll name it 91

[19:56]

body.

[19:59]

Okay, cool. This one is done with the

[20:04]

body of this

[20:07]

uh 911. Now let's try doing the same but

[20:13]

with the

[20:16]

other Porsche. So let's file import that

[20:20]

FBX. I know that other Porsche has a

[20:25]

little bit of difference and there are

[20:27]

some troubles. I wanted to make that on

[20:30]

purpose and pick this car on purpose

[20:32]

because there are few minor issues that

[20:35]

you may encounter and I would just like

[20:38]

you know to show you what you can do in

[20:42]

terms of that because sometimes people

[20:44]

uh who are preparing the models are

[20:46]

merging stuff by materials.

[20:50]

Again, this one doesn't have any groups.

[20:51]

It's just like merged in weird way but

[20:54]

that doesn't matter. Uh you can do that

[20:56]

with any model basically. So here's the

[21:00]

thing.

[21:03]

The tires

[21:05]

are merged by material. You can see

[21:08]

there is just like rear and front tire.

[21:11]

They are the same mesh. And when you

[21:14]

import that into Unreal Engine, you will

[21:17]

have it also the same mesh, which is not

[21:19]

kind of comfortable. Same goes with the

[21:22]

rims. They're just all four rims and

[21:25]

they are here all the same just like

[21:28]

it's it's one mesh but but we need only

[21:31]

one front wheel. In that case I think

[21:34]

like the people who work with Blender

[21:36]

they know what to do. They just like you

[21:39]

press tab on your keyboard and you enter

[21:43]

the edit mode.

[21:45]

In the edit mode you can just select

[21:48]

only

[21:50]

this part. But like if you go into

[21:52]

wireframe

[21:54]

and just do like this and you will have

[22:00]

one rim. So we need to separate that.

[22:04]

This is our one rim which will be for

[22:06]

the front tire. Right?

[22:11]

And we will split that a little bit

[22:13]

later. First of all, let's again

[22:15]

position our car in the proper way. So

[22:18]

that should be facing X forward.

[22:23]

Rotate

[22:26]

and turn that

[22:29]

facing X forward. I'm just releasing the

[22:33]

control button too early. Yeah.

[22:36]

Okay.

[22:39]

Seems good. Maybe let's move it and make

[22:42]

it touch the ground. Now let's check the

[22:45]

sizing that all these

[22:48]

measurements are correct.

[22:52]

Yes, sort of it is right. Okay, good. Um

[22:57]

and also

[22:59]

before inputting don't forget to check

[23:01]

the normal orientation.

[23:03]

So if you go there

[23:06]

and check the face orientation here,

[23:09]

everything is fine. But sometimes you

[23:12]

may have it like different way. So when

[23:16]

it's red because Unreal doesn't

[23:20]

have by default, it doesn't have the

[23:24]

uh double-sided materials. And sometimes

[23:28]

even double-sided materials doesn't

[23:30]

help. It just looks bad and blacked and

[23:33]

really really strange.

[23:36]

Pass tracing doesn't care. It always

[23:38]

renders geometry just like it it is uh

[23:42]

double-sided.

[23:44]

But really don't forget to check the

[23:46]

face orientation because sometimes it

[23:49]

can be red here and if it's face like

[23:52]

not the prop the proper way then you'll

[23:55]

have it's you know completely trans

[23:58]

transparent and unreal and you will not

[24:00]

see you know if there is should be some

[24:03]

net or something it just will not be

[24:05]

present it will be completely

[24:07]

transparent and that may give you some

[24:10]

weird results

[24:12]

and let's go back to

[24:14]

our wheels. So, let's switch to edit

[24:18]

mode. We have our wheel there and you

[24:21]

just like right click, click separate

[24:24]

selection. Now you have separated rim

[24:29]

and if you click on that you have only

[24:31]

one. Now you need to do the same for the

[24:35]

tire mesh. Select the tire mesh. Click

[24:37]

tab.

[24:39]

Switch to wireframe mode.

[24:42]

Go and select only this tire.

[24:47]

And right click, separate

[24:51]

selection.

[24:53]

The next thing is just this small part

[24:57]

which is the brake caliper. And for some

[25:00]

reason the mount also the brakes are

[25:05]

looking terrible.

[25:07]

So we are not going to use them. I think

[25:09]

we will use the one because how the rig

[25:12]

made. You can use any other model uh

[25:16]

brake calipers and just you know get one

[25:19]

from this part and another from that

[25:21]

part. It doesn't matter. So you can you

[25:22]

can mix them whatever you want. So yeah,

[25:26]

we will not be using this break. It just

[25:29]

like looks really really bad. It's

[25:32]

terrible. Okay. Um let's split this one

[25:36]

too.

[25:38]

So again we will be selecting through

[25:42]

the wireframe because when you use the

[25:44]

wireframe mode it selects everything

[25:46]

behind.

[25:48]

Great.

[25:50]

So this one also separate selection

[25:53]

and boom we have one wheel which we can

[25:58]

export. So

[26:00]

let's check it. Yeah, all correct. All

[26:03]

all looks fine.

[26:06]

File export FBX. Now let's create the

[26:10]

new folder

[26:15]

for GT3

[26:18]

a real engine.

[26:20]

And that would be

[26:26]

wheel font.

[26:30]

Okay,

[26:33]

now let's do the same with the rear

[26:34]

wheel. Okay,

[26:38]

here we go. Wireframe mode.

[26:42]

Separate selection.

[26:44]

This one

[26:48]

separate selection.

[26:50]

This one.

[26:54]

This one is already separated. Okay,

[26:56]

cool.

[26:58]

See,

[27:01]

we hide it. Yes, correct.

[27:03]

again.

[27:08]

Wheel rare.

[27:14]

Export.

[27:20]

Okay. Now, let's see.

[27:24]

Yeah, there's some sort of suspension

[27:26]

probably. Yeah, it's merged with some

[27:29]

other different things because we

[27:31]

already have the suspension in the rig.

[27:33]

So, I believe we can just remove this

[27:36]

part or hide it. Let's do it a little

[27:39]

bit later after we hide all the wheels.

[27:43]

So, we don't have the wheels anymore.

[27:47]

Mhm. Okay. Now, we need to

[27:51]

Oh, there is also some sort of

[27:53]

suspension here and there. Nice.

[27:56]

I like when there are so so much details

[27:58]

in the car models.

[28:01]

Mhm. So let's switch to edit mode. And

[28:05]

as it has a lot of stuff, I don't want,

[28:08]

you know, to go through the whole

[28:10]

material list and do this checking out

[28:15]

how much of the materials we have for

[28:18]

each part. Probably this one is one. Uh

[28:21]

anyway, so here what I'm going to do is

[28:24]

just like check there what I can select,

[28:27]

what I should not select.

[28:30]

I think all of those paths may be safely

[28:33]

removed or hidden.

[28:36]

If I hit Ctrl L to select more of this

[28:39]

geo.

[28:42]

Okay, let's select everything.

[28:48]

Okay, wireframe mode. Oh my, that's

[28:51]

that's also taking a hood into

[28:52]

consideration. Okay, no, not a problem.

[28:58]

So I think this is the the worst case

[29:01]

scenario which you can have uh during

[29:05]

the car input or preparation.

[29:12]

Oh my

[29:14]

there's a lot of things which are linked

[29:16]

and which should not be linked to be

[29:18]

honest.

[29:20]

Okay I think we can hide this one.

[29:24]

Okay cool. Looks much better.

[29:27]

this one too. Let's hide it. Oh yeah,

[29:30]

that that actually works.

[29:33]

Okay, you can hide also in the edit

[29:36]

mode. So you don't need to, you know, go

[29:39]

through the whole of bunch of things

[29:43]

and separate it or delete it. So yeah,

[29:46]

you can preserve the the model itself

[29:50]

and not hide anything or delete

[29:52]

anything.

[29:56]

Okay.

[30:09]

Seems pretty fine.

[30:14]

Almost there.

[30:21]

Okay, cool. The front wheel is done.

[30:30]

Good. And don't worry that it's showing

[30:32]

in the edit mode. That's fine. Uh it

[30:34]

will be hidden during the export.

[30:39]

Okay. Let's see what is this. This is a

[30:43]

lot of stickers or something which

[30:47]

are just everywhere. But we don't care.

[30:49]

We can easily hide this.

[30:53]

Nice. This one is hidden

[30:56]

because we don't want to hide all parts.

[30:58]

We're just hiding this ones.

[31:03]

Okay.

[31:08]

Okay. Cool. And now we need to hide the

[31:12]

rear suspension

[31:14]

and rear caliper. My god, they are ugly.

[31:19]

Okay, wireframe.

[31:21]

See what we get.

[31:23]

Yeah, too much.

[31:29]

Ctrl L to expand the selection. Okay,

[31:34]

let's see.

[31:37]

Hide this one.

[31:40]

This one too, I think.

[31:45]

Yep.

[31:51]

Is this also

[31:55]

good? That that works.

[31:59]

And now the last part.

[32:11]

Okay.

[32:37]

Okay, that's it.

[32:39]

That is it.

[32:42]

Now we can

[32:45]

select this and export as the body file.

[32:49]

Export FBX. And that should be our body.

[32:54]

Oh no, wait, I forgot. We need to

[32:58]

uh export the glass separately first.

[33:05]

Okay.

[33:10]

This one, this one,

[33:14]

and the front one. I think there is also

[33:16]

the glass inside. I think it's

[33:19]

two-sided.

[33:23]

Yep. It's two-sided.

[33:27]

Okay.

[33:29]

Yep.

[33:31]

Hide. Oh, there is like three glasses or

[33:34]

what is happening?

[33:38]

Feels like it. There's another layer of

[33:41]

glass. Yes.

[33:51]

Okay,

[33:53]

good. Really, that's that's really good

[33:55]

model.

[33:57]

Despite the calipers are super ugly, but

[33:59]

yeah, that's really good.

[34:01]

Okay,

[34:03]

so we've got the glass. Now we can

[34:05]

export that separately. Expert Apx

[34:09]

gloss.

[34:12]

and hide this one and export the rest.

[34:18]

It's GT3 body.

[34:28]

Yep. Looking cool.

[34:33]

I'll keep it for now

[34:35]

and we can actually jump into Unreal

[34:40]

right now.

[34:42]

As we have already two cars prepared.

[34:45]

Let's do this. So with the project which

[34:48]

you are receiving,

[34:51]

this is the project which is in the

[34:55]

files which you get with the

[34:56]

masterclass.

[34:58]

It contains the rig and one of the

[35:01]

environments.

[35:12]

First time when you open it, you need to

[35:14]

enable few things. Let's close all of

[35:16]

those windows. You will be greeted with

[35:18]

this empty scene with this rig already

[35:22]

sitting in the scene. But before we

[35:25]

start doing anything, we need to enable

[35:28]

few features in a project which are

[35:32]

really needed for our pipeline. So you

[35:35]

go to settings and go to plugins. Here

[35:39]

you need to find modeling tools. You

[35:43]

need to enable both of them. Modeling

[35:46]

tools editor mode. Click yes. And static

[35:50]

mesh edit editor modeling mode. Click

[35:53]

yes. Also, you need to uh ren to add

[35:57]

render passes.

[36:00]

Move your render Q additional render

[36:02]

passes. We would need that later when we

[36:04]

will be rendering the files. Hit yes.

[36:09]

Uh also check that you have progress

[36:13]

media enabled because this one is also

[36:18]

going to be used for movie render queue

[36:20]

to render in progress for uh data

[36:23]

saving. Check that you have movie render

[36:26]

Q

[36:28]

enabled.

[36:30]

So this plug-in should be also enabled.

[36:33]

And before we restart, don't restart

[36:36]

yet. Go to project settings and make

[36:41]

sure that you have

[36:45]

the hardware rate tracing enabled.

[36:51]

Use hardware rate trace rate tracing

[36:54]

when available and support hardware rate

[36:57]

tracing and

[36:59]

also check that you have the path tracer

[37:03]

enabled. Past tracing is enabled.

[37:07]

And the last one is high quality

[37:11]

translucency reflections.

[37:14]

So enable this one too.

[37:17]

And after that you can restart the

[37:21]

project.

[37:52]

Okay. So when you have this prepared

[37:58]

and the project is set, we have all the

[38:01]

plugins which we need for our work. We

[38:03]

can import the models. Let's start with

[38:05]

our Porsche 911, the usual one. So in

[38:10]

the content, hit new folder

[38:14]

and create Porsche

[38:18]

911

[38:20]

the usual version.

[38:22]

Here

[38:24]

you can open the folder this one which

[38:27]

we have created Porsche Unreal Engine

[38:30]

and just drag and drop the body.

[38:35]

We do not want to create materials and

[38:38]

do not want to create instances or

[38:40]

anything else and we don't want to

[38:41]

import textures anyway. It will not find

[38:43]

textures because it's in different

[38:45]

folder.

[38:47]

Uh

[38:48]

in advanced uh settings, make sure that

[38:52]

you have combined meshes. We are not

[38:55]

going to use combined meshes for all of

[38:58]

the parts which were important. But here

[39:01]

this is just necessary because you'll

[39:03]

have only one mesh which is easier to

[39:06]

handle and easier to place in the rig.

[39:09]

So hit import all.

[39:15]

It will be significantly faster than

[39:17]

importing lots of meshes and and also

[39:20]

faster than importing skeletal mesh. And

[39:22]

with skeletal mesh you can sometimes

[39:25]

have some troubles. Unreal doesn't read

[39:27]

it doesn't see the bone. You addit leave

[39:30]

bones or something and just like it's

[39:32]

causing issues. This one is unnecessary

[39:36]

completely. That's that's not a problem.

[39:37]

And there's just like some names of the

[39:40]

materials were not correct or had

[39:43]

duplicates and it was just like renamed.

[39:45]

So don't worry about that. That is all

[39:47]

fine. So here we have our rig and just

[39:50]

drop the body into the scene and check

[39:52]

if it is correct sizing. If it's like

[39:56]

somewhat nearby the size of the rig, it

[39:58]

is correct. And also this is the front

[40:00]

part of the rig where you have the

[40:02]

steering controller. So yeah, this is

[40:05]

the front. And if you drag and drop your

[40:08]

car here and the front is matching, all

[40:11]

is good. You are fine to go. So

[40:15]

let's do other parts.

[40:20]

Let's go with this. Just

[40:23]

calipers, front wheels, rail wheels. All

[40:26]

of that will be

[40:29]

with a combined meshes. Don't forget it

[40:32]

should be there. Combined meshes. import

[40:35]

all. It will import all of the meshes.

[40:39]

And if we pick all of them, we will have

[40:43]

almost a proper car because we only have

[40:46]

the wheels from one side. The next thing

[40:50]

we need to import the glass.

[40:53]

With a glass, there is a different

[40:55]

trick. When you import the glass, you

[40:58]

should not use the combined meshes for

[41:01]

the glass. I will explain later why but

[41:05]

just for now remember so when you're

[41:07]

importing the glass and this is the

[41:08]

reason why I have split the glass from

[41:11]

the body mesh so just be sure that you

[41:15]

do not combine meshes when you're

[41:18]

importing the glass yes you will have

[41:21]

like multiple stuff but to be honest

[41:25]

it's not the problem because splitting

[41:27]

that in Unreal would be a little bit

[41:28]

tougher and uh will take some time But

[41:33]

our mesh is completely fine. So it's all

[41:36]

sits well. Everything is good. We have

[41:40]

for each window we have separate glass.

[41:43]

And there is a reason for that. When we

[41:45]

start shading, you will see what was the

[41:48]

purpose for this trick.

[41:52]

And for this module, it is everything

[41:54]

what I wanted to share. This is the

[41:56]

input. Next, we are going to adjust

[41:59]

model pivots, shade the car, and put it

[42:03]

on the rig. Okay, right now, let's step

[42:06]

into the model number two. It will be a

[42:10]

little bit more complex than the first

[42:12]

one. The data preparation is easy,

[42:14]

especially if you are working already in

[42:16]

Blender and familiar with Unreal a

[42:18]

little bit.

[42:20]

Uh in module two we will be talking

[42:22]

about adjusting model pivots in uh

[42:25]

modeling tools in Unreal Engine

[42:27]

automotive material pack description. We

[42:30]

will create our own material for

[42:32]

blinkers for example. Uh we will get

[42:35]

into some reflection fixes.

[42:38]

We will do some car rig adjustments.

[42:40]

basically rig our car

[42:43]

and we'll have a look at all the

[42:46]

functions that this rigging solution

[42:48]

provides. First we will start with the

[42:51]

adjusting model pivots. The thing is

[42:53]

that the rig works the way that wheel

[42:58]

has its pivot in very center of the

[43:01]

wheel. So if we try to rotate the wheel,

[43:05]

it will be rotating at the center point.

[43:08]

And this is why I said that you don't

[43:12]

want any camber in it. So if you have

[43:14]

any camber and when you try to rotate

[43:17]

the wheel, it will go like this and it

[43:20]

will look really strange and it doesn't

[43:24]

you know work well. So this is why you

[43:26]

should not have any camber on your

[43:29]

wheels when you're preparing the model

[43:31]

before importing into Unreal because in

[43:33]

Unreal changing the pivot of that wheel

[43:35]

will be

[43:36]

just really problematic. So before we

[43:40]

put our car on the rig, we first need to

[43:46]

prepare our wheels, calipers,

[43:49]

and basically this will be it. So for

[43:53]

now, let's delete the body and delete

[43:56]

all other things which I added to the

[43:59]

scene before.

[44:02]

Oops, this one. Yep. So we have two set

[44:06]

of wheels. As I said, we have the front

[44:08]

wheel, rear wheel, and the calipers. The

[44:10]

calipers are made this way on purpose.

[44:12]

Um, so it is really easy to do to change

[44:16]

the pivot in Unreal. Just in selection

[44:19]

mode, go into modeling.

[44:23]

Just remember as we just enabled the

[44:26]

modeling tools plugin,

[44:29]

those two they should be enabled. And if

[44:33]

you don't have them enabled, enable and

[44:35]

restart the engine because otherwise you

[44:37]

will not have this modeling tab here.

[44:40]

Here in form you should go and edit

[44:43]

pivot and just click center and accept.

[44:50]

This is this is this is it. And your

[44:52]

wheel is probably rotating

[44:55]

in the center of its axis and there are

[44:58]

no problems. It is always you know

[45:01]

straight. It it's working fine. No

[45:03]

problem here. Let's reset the rotation.

[45:06]

Now you need to do the same for the rear

[45:09]

wheel. So go here, edit pivot, and hit

[45:12]

center and accept. With a caliper, that

[45:15]

will be a little bit more complex

[45:17]

because the caliper

[45:19]

doesn't have this center, but it should

[45:22]

have the same pivot as the wheel itself.

[45:27]

So let's first

[45:30]

try to do that with a

[45:35]

with a caliper on the rear wheel. So

[45:37]

select the caliper, click edit pivot.

[45:40]

You see it's somewhere over there. What

[45:43]

I usually do, I just select the wheel

[45:45]

and copy and paste these values here for

[45:50]

X, X, Y and Z axis and hit accept. So if

[45:55]

you select both right now holding shift

[45:59]

the wheel and the caliper and rotating

[46:04]

that it will be fine. it will be working

[46:08]

together really really good. So yeah,

[46:11]

that works really well. The same we can

[46:14]

do with this front

[46:17]

uh caliper. Just edit pivot, select the

[46:21]

front wheel, copy and paste those values

[46:28]

and hit accept. So yeah, the caliper now

[46:31]

has the same pivot with the wheel as it

[46:35]

should with the caliper.

[46:38]

So now we need to do the same but with

[46:42]

the

[46:45]

with the wheel

[46:47]

on on the left side with the caliper on

[46:49]

the left side. So, we need first to

[46:52]

rotate this to 180°

[46:56]

and just basically go here,

[47:00]

go to unlit mode by holding here or by

[47:03]

clicking alt three and let's get into

[47:07]

inside and see what we have with in

[47:12]

terms of the caliper

[47:17]

and uh the brake.

[47:19]

disc. So, we can just like go inside and

[47:23]

see if it's matching.

[47:26]

Let's see here.

[47:29]

Yeah, that that is pretty fine. That

[47:32]

that works good. That works good. So, it

[47:36]

will sit properly in the wheel.

[47:41]

Yes. All fine. Now, do the same. Just

[47:45]

select the caliper. Go to modeling tools

[47:50]

form edit pivot and copy and paste

[47:56]

the location

[47:58]

of

[48:00]

all of these

[48:02]

axis into the pivot

[48:07]

of the caliper and hit accept.

[48:10]

So if we select it and we rotate it, it

[48:14]

looks all fine. That works really,

[48:16]

really well. Now, let's go further here

[48:19]

and do the same procedure with the rear

[48:24]

wheel. Again, 180 degrees rotation.

[48:29]

Go here and match the position of the

[48:32]

brake disc

[48:34]

with the

[48:39]

brake caliper.

[48:41]

See if it's fine.

[48:45]

Yeah, looks looks good to me. Looks good

[48:47]

to me.

[48:51]

Now we can do the same for the caliper.

[48:54]

Pick the caliper modeling mode again.

[48:59]

Edit pivot and copy and paste the

[49:02]

values.

[49:08]

Okay, accept.

[49:10]

So yeah, this is it. Uh now you can

[49:15]

actually

[49:17]

delete this from the scene. We don't

[49:20]

need to adjust position of

[49:23]

the body.

[49:26]

So we can just go straight to the rig.

[49:30]

And here's our rig uh pass and jumping

[49:33]

platform.

[49:35]

What we do usually

[49:38]

don't work with this rig. You should

[49:41]

always have something that you can, you

[49:44]

know, go back to. So, basically, click

[49:48]

Ctrl D to duplicate that one and name it

[49:52]

blueprint

[49:54]

rig

[49:56]

911.

[49:59]

Okay. And now let's get into this

[50:02]

blueprint.

[50:06]

When you open viewport, you see that it

[50:09]

is rigged with a model of the wheels.

[50:12]

You can use these wheels if you don't

[50:13]

have the proper ones. This one is

[50:15]

actually really nice high poly uh rims

[50:19]

with this uh tires and with the uh some

[50:23]

sort of brakes. Everything is like high

[50:26]

detailed. It's looking really really

[50:28]

good. You can keep this one if you don't

[50:31]

have the car with good wheel models.

[50:33]

This should be just fine. So usually

[50:37]

what you do, you have the body which you

[50:39]

put in the body. You have the wheels

[50:41]

which you put in the front wheels, rear

[50:43]

wheels, front calipers and so on. That

[50:47]

is like absolutely fine. But sometimes

[50:50]

as I mentioned in the beginning the

[50:52]

caliper may have some writing on it and

[50:54]

it will not work you know properly with

[50:57]

a rotation or multiplication by minus

[50:59]

one. So you would need to attach it

[51:02]

manually and I will show you how to do

[51:04]

that. So first let's put the body mesh.

[51:08]

Let's go to our Porsche 911. Select the

[51:10]

body and just simply use selected asset

[51:14]

and place it like this. You can drag and

[51:17]

drop. It doesn't matter. It can be done

[51:21]

different ways. Just like applying that

[51:23]

or drag and drop it.

[51:25]

Uh now let's add the wheels. Don't worry

[51:28]

about the position. We will fix it uh

[51:31]

just in a second. So, let's go with the

[51:34]

front wheel and apply to front wheel

[51:37]

mesh. See how well it was replaced. Now,

[51:40]

let's go with the rear wheel. Do the

[51:42]

same for the rear wheel mesh. Apply it

[51:44]

here. Looks good. And with the front

[51:48]

caliper, what what should be done? So,

[51:51]

if you take the front caliper and apply

[51:54]

it, bam, it works. It sits just there.

[51:58]

and there but the thing is that the

[52:01]

writing of the Porsche will be written

[52:04]

like other way around. So if I go to the

[52:08]

mesh and apply to the Porsche writing

[52:11]

some uh emissive material for example.

[52:14]

So we will see. So let's go for the lamp

[52:17]

or something.

[52:20]

Okay. Now see it is just

[52:25]

not written in the proper way.

[52:27]

And if you try to mirror that somehow

[52:30]

for example by minus one that that will

[52:33]

not give you like the proper result it

[52:36]

just it just doesn't work properly and

[52:40]

this is the problem of uh the wheels

[52:43]

which have some writing here. But we are

[52:46]

going to fix that. Don't worry in that

[52:48]

case if that happens. So to maintain the

[52:51]

proper writing on the mesh of the

[52:54]

caliper, you can go back to the rig

[52:57]

structure. You can reset this one, clear

[53:01]

the calipers.

[53:03]

And

[53:05]

here where you see calipers and those

[53:08]

are those components, you can select the

[53:11]

front right caliper.

[53:14]

Go to the mesh, select front right

[53:17]

caliper and drag and drop it here on the

[53:21]

front right.

[53:23]

Okay, good. Now let's go to the front

[53:25]

left.

[53:27]

We have also front left caliper here. So

[53:30]

what we do, we do the same thing. We put

[53:32]

it on the front left. And when you when

[53:35]

you add it, it it will be rotated not

[53:38]

the proper way because because the wheel

[53:41]

itself is just like rotated 180 degrees

[53:45]

to you know maintain the position of the

[53:47]

wheel and the writings which are

[53:49]

happening here. Um what you need to do

[53:53]

is to select this caliper and multiply

[53:57]

it by minus one on y axis and you have

[54:02]

the proper position. Let's also apply

[54:05]

some material on this one on the correct

[54:09]

one here on the left. Uh here we go.

[54:14]

Just to see see so this one now is

[54:19]

properly aligned. You can read the

[54:22]

writing on here. It is placed properly

[54:26]

and sits how it should be just the same

[54:29]

as the one on the front. Now we need to

[54:31]

do the same for the rear one. So pick

[54:33]

the rare uh right caliper first the

[54:37]

component here in the rig and go to the

[54:40]

meshes of the Porsche and select the

[54:44]

rear right caliper. Drag and drop and

[54:47]

put it here. Remember you need to keep

[54:49]

this one selected first otherwise it

[54:52]

will not be attaching properly and uh it

[54:55]

will drop somewhere below here or you'll

[54:58]

be just looking for it uh a lot of time

[55:01]

before you can drag and and connect it

[55:04]

to the component. Now let's go to the

[55:07]

caliper rear left.

[55:10]

Pick the rear left caliper. Assign it.

[55:13]

Now select the mesh which you just

[55:15]

brought here and multiplied by minus

[55:18]

one. All done, all working and all is

[55:22]

good. Uh remember this only happens if

[55:26]

you have the calipers with some writings

[55:28]

on it. If you don't have any writings,

[55:31]

it's just the caliper for the regular

[55:33]

car.

[55:34]

It's not a problem. It it will never

[55:37]

happen in that case. But I wanted to

[55:39]

pick the case which is just a little bit

[55:42]

more complex to show you what can happen

[55:45]

and what you might face and how to fix

[55:48]

it. So this is the easiest way how to

[55:50]

fix it. If you have the calipers with

[55:52]

writings also

[55:55]

you can separate the writings and then

[55:58]

just put the writings on top as the

[56:01]

separate geometry. But yeah doesn't

[56:04]

matter how you do that. But this is

[56:06]

really the quickest way. Now we need to

[56:09]

adjust the car body height and uh body

[56:13]

position. So let's see from the right

[56:16]

side. Let's select the right side and

[56:19]

just let's put the car. Let's go back to

[56:23]

the blueprint

[56:25]

at the very top of uh our structure and

[56:30]

adjust the body height. So because the

[56:32]

pivot of the body is somewhere in the

[56:35]

bottom, it sits higher than it should.

[56:38]

The pivot should be in the center. But

[56:40]

to be honest, I don't care about that. I

[56:43]

don't want to change the pivots because

[56:45]

we also have the glass which has the

[56:47]

separate pivots. Sometimes you can

[56:49]

separate this border which will also

[56:52]

have the separate pivot. So yeah, it's

[56:54]

just gives extra complexity if you're

[56:57]

changing the pivots for multiple

[56:58]

objects. It's just much much easier to

[57:02]

use the body height parameter.

[57:05]

So let's just go and put minus 30 cm

[57:10]

and adjust the position of the wheel. So

[57:12]

front axle offset it is deter it it

[57:16]

determines how far the axle offset

[57:21]

goes to the front. So if we lower this

[57:23]

value it will go to the center. I think

[57:27]

122 is fine value and for the back wheel

[57:32]

122 is also the fine value. Yeah, seems

[57:36]

so. Now what you can notice in

[57:39]

perspective that see is just two outside

[57:44]

it's not also the problem. Front axle

[57:47]

offset.

[57:49]

Now we need to pick the front wheel side

[57:51]

offset which should be something

[57:52]

probably 80.

[57:55]

Yeah, looks fine. And the rare one.

[57:58]

Let's try also 80.

[58:03]

Maybe even 79.

[58:06]

So, yeah, that that looks good. I think

[58:08]

that looks fine for me. It's pretty much

[58:11]

enough.

[58:13]

Uh, as you noticed, that suspension is

[58:16]

just like a little bit off, I would say,

[58:20]

but that's not a problem. If you scroll

[58:23]

very very to the very very bottom

[58:26]

there is the suspension setup which

[58:30]

allows you to move and do the

[58:33]

corrections. The thing is as the body

[58:35]

was a little bit higher by default not

[58:37]

in the center of the pivot and we needed

[58:39]

to you know lower that car the

[58:42]

suspension also went down but we can

[58:45]

return the suspension to the proper

[58:48]

uh correction. So this is the height

[58:52]

offset. So if we go and set up something

[58:54]

like 50, that should be the proper

[58:57]

value. Now we have the suspension

[59:00]

sitting in the proper position and the

[59:02]

knob of the mount is actually holding

[59:05]

the wheel where it should. So the same

[59:08]

uh we should do for rear suspension

[59:10]

height offset by setting to 50.

[59:15]

If you have any troubles and uh or your

[59:18]

model has some naked parts and you don't

[59:21]

want the suspension to be seen, just can

[59:24]

hide it and it will not be displayed at

[59:26]

all. So yeah,

[59:29]

now

[59:31]

the car rig setup is finished and we

[59:36]

need to add the glass.

[59:39]

So

[59:40]

we pick all of the parts of the glass

[59:44]

and

[59:46]

select body. As I say, always select the

[59:49]

component first. Select body and drag

[59:53]

and drop it here.

[59:55]

And because the pivot is the same for

[59:58]

each part of the glass for the car, it

[60:02]

will be correctly placed and you don't

[60:05]

need to worry about that. And it will

[60:06]

work with suspension and with all other

[60:09]

parts and with everything else. So just

[60:12]

to be sure it should be attached to the

[60:14]

body here.

[60:16]

So it works really nice and well.

[60:21]

After that you can hit compile and save.

[60:27]

And now let's shade our car because we

[60:30]

really need to see the rig in its old

[60:33]

beauty after we shade the car. So for

[60:38]

most of the time I'm using the Unreal

[60:42]

Engine automotive materials

[60:45]

and it is free pack. It works really

[60:48]

well. Sometimes I modify this materials.

[60:51]

They are really good to use. So there is

[60:54]

nothing better. I think they will update

[60:57]

substrate and when the substrate

[60:59]

materials is out of the beta stage

[61:01]

because right now it's currently

[61:02]

unstable and I had a lot of issues with

[61:05]

it and when it is out of the beta phase

[61:09]

and probably it will be updated when the

[61:11]

5.4 will be released out of the beta

[61:13]

phase they will update this automotive

[61:15]

material pack and this master class will

[61:17]

be updated to with the substrate

[61:19]

materials but currently usage of the

[61:21]

substrate materials not stable. We will

[61:24]

be fine just with the automotive

[61:25]

material pack. First you need to edit

[61:28]

the project

[61:30]

and

[61:32]

Unreal Engine first will tell you that

[61:34]

you don't have any compatible projects

[61:36]

because it was updated only for 5.1

[61:40]

but we don't have to worry about that.

[61:41]

So you click show all projects and it

[61:44]

will show you your project which is 5.3

[61:47]

or higher. But the asset pack is not

[61:50]

compatible with version 5.3. But the

[61:52]

thing is there were no adjustments to

[61:55]

the materials from 5.1 to four to 5.3.

[61:59]

So you can easily just pick the version

[62:03]

5.1 and hit add to project and hit yes

[62:07]

and that will work. It just like it will

[62:10]

download and will add to your project.

[62:13]

So there there is no problem with that.

[62:16]

It just works as easy as that.

[62:19]

So automotive material pack is just

[62:22]

enough for shading most of the cars and

[62:25]

I never had problem you know shading.

[62:28]

There are few material slots in the mesh

[62:32]

which are actually like we will be using

[62:35]

from the textures or we create our old

[62:38]

materials that doesn't matter. It's not

[62:40]

a big of deal but because this

[62:42]

automotive material pack has just enough

[62:45]

of the materials. So if you go here in

[62:47]

your content browser, you can find all

[62:51]

these materials here. So there's just

[62:53]

like exterior, there are car paint,

[62:55]

caliper paint. There are a lot of things

[62:57]

which you can use and that is basically

[63:00]

enough. So let's shade our car first

[63:04]

with the materials from an automotive

[63:07]

material pack and then we will import

[63:09]

the textures which came with the model

[63:12]

and we'll create our own materials to

[63:14]

cover the rest of the car with this

[63:18]

details. So first of all let's keep

[63:21]

first two. This is just the materials

[63:24]

which are coming with the textures. So

[63:27]

the first one is body which is basically

[63:29]

the car paint. So, let's pick the car. I

[63:32]

would like to use the charcoal. You can

[63:35]

do whatever you want, whatever you like

[63:37]

the most. I just think this one looks

[63:40]

really good because it has flakes. It

[63:43]

has some details, orange peel, and all

[63:45]

of these features that act the actual

[63:49]

car paint has. You can see there. So,

[63:51]

there's some flakes, dust, and all of

[63:54]

that. It is like very detailed material.

[63:58]

Interior carbon. So that's the carbon

[64:00]

fiber. To quickly search for materials,

[64:03]

you just click here on automotive

[64:06]

material pack and go for carbone

[64:09]

and yeah, we need this carbon fiber.

[64:13]

Apply this one to the interior.

[64:16]

So there is some interior color that is

[64:18]

probably the texture which is coming

[64:20]

with the model. We will check it out.

[64:23]

Otherwise, we can I think this one all

[64:26]

of that can be covered with the black

[64:28]

leather and it will be looking really

[64:30]

really really really good.

[64:33]

The black mat is basically plastic.

[64:37]

That's that's the basic plastic and I

[64:40]

think that is glossy or satin. So, let's

[64:44]

go with a satin plastic

[64:48]

and apply it here by clicking on that

[64:50]

button. I just prefer, you know,

[64:52]

clicking on this button because it's

[64:54]

it's just so much easier than, you know,

[64:57]

just dragging here each time. That is

[65:00]

like problematic. Interior black. That

[65:04]

should be plastic too. I guess this one

[65:08]

should be also plastic satin because I

[65:12]

don't believe there is some glossy

[65:13]

plastic should be involved in this part.

[65:16]

So yeah, this is plastic satin. Looks

[65:18]

pretty much fine.

[65:20]

Interior red

[65:23]

that is actually can be used with this

[65:27]

with a also red plastic or like yes

[65:32]

plastic smooth red. I think that should

[65:34]

be working fine here too if we use this

[65:37]

one. Yep, pretty much good. I think

[65:39]

looks really really good.

[65:42]

We are not focusing too much on the

[65:44]

interior but yeah interior silver. I

[65:47]

think this will be good with a chrome.

[65:52]

This one. The second one.

[66:01]

Yep. Good. Good.

[66:04]

Interior color too. That probably also

[66:07]

should be black leather. Let's Let's use

[66:10]

the black leather. I think that would be

[66:12]

just really good. Leather. Black. And

[66:15]

apply there.

[66:18]

Okay, good.

[66:26]

See, so it looks really, really nice

[66:28]

with the leather and it is so detailed.

[66:32]

I really love this material pack. It's

[66:34]

really good and can be used for such

[66:36]

cases.

[66:38]

Chrome,

[66:40]

those are chrome paths.

[66:44]

Let's apply here again. So what I

[66:46]

usually do, I just click here to get the

[66:49]

material shown and then I just apply it

[66:51]

here because before I had leather

[66:54]

material selected but I needed to select

[66:55]

the one which I would use black again.

[66:59]

So I think this one will be really good

[67:02]

with this rubber.

[67:05]

And if we check we have

[67:09]

rubber smooth.

[67:11]

I think we we don't need this capsule or

[67:15]

something. That should be shiny or

[67:17]

smooth. I think the shiny will do. Let's

[67:21]

see how it looks like.

[67:25]

Not quite sure.

[67:28]

[Music]

[67:31]

Well, I guess this is fine for now.

[67:33]

We'll see. Maybe we will change it if it

[67:37]

is getting too much attention through

[67:39]

the glass later on.

[67:41]

Okay, interior bump. Those are

[67:46]

some buttons. We will have a look at

[67:49]

that later. Uh we will compare this

[67:51]

model. I think this one can be home

[67:53]

easily. Those are just like the buttons.

[67:57]

So this one can be just home here. Yep,

[68:01]

I think that should work.

[68:04]

Black shiny. Okay. So, this one

[68:08]

definitely should be

[68:11]

plastic

[68:14]

glossy

[68:17]

cuz that those are insides of the lamp.

[68:21]

That should be like really really glossy

[68:24]

and

[68:25]

reflective here. Lights.

[68:30]

It's lights gloss. Okay, that that is

[68:34]

fine. Let's see

[68:37]

what we can do with that. If we apply

[68:41]

lamp white. I think that should be the

[68:44]

proper one.

[68:47]

Yes. Looks really nice.

[68:50]

Glass.

[68:52]

Good. Let's go for the glass.

[68:56]

This one should be gloss clear because

[68:58]

we should see through that one.

[69:05]

Okay. Looks looks really good. Looks

[69:07]

really good.

[69:12]

White. It is okay. That is white paint.

[69:15]

I think this is just the writings in the

[69:17]

in the interior of this

[69:21]

headlamp. So, let's go with this silver

[69:24]

plastic because it is really wide.

[69:33]

Nice

[69:34]

interior stripes.

[69:37]

That should be some

[69:40]

dynamics or something like that. We will

[69:42]

look at that a little bit further. We

[69:44]

will compare this model from the shading

[69:46]

which we had uh on the website on the

[69:50]

sketch fab where we have it. This is

[69:52]

gold. Thankfully, we have gold here.

[69:57]

Let's go with this metal called dirty

[70:00]

and see how it looks like here. I think

[70:03]

it just looks phenomenal. It's all cool.

[70:06]

Yeah, really, really nice. Amazing. And

[70:08]

those will be red interior glossy part.

[70:13]

That's plastic glossy. Probably that

[70:16]

should be the one.

[70:21]

Okay. The carbon fiber also looks really

[70:23]

good. So, it's all fine. Nice

[70:28]

grid.

[70:29]

[Music]

[70:31]

Yes, if we compare that to our model

[70:33]

here,

[70:35]

there is some grid and the texture is

[70:38]

here. But I really don't like that too

[70:41]

much. So, what I'm thinking about is

[70:45]

that for this one, I'm going to use the

[70:48]

plastic holes. There is a plastic with a

[70:51]

holes material, but I will duplicate

[70:54]

that and name it silver color.

[70:58]

And this one has already holes, but I

[71:01]

will change the tint to something more

[71:03]

silver-like.

[71:05]

And set it as metallic. So, it will have

[71:09]

this metallic

[71:12]

bump.

[71:13]

Save it and use this material instead

[71:17]

and see how that looks like. I think

[71:20]

that should look fine.

[71:24]

Yeah. And even it can be it even can be

[71:27]

a little bit a little bit brighter, I

[71:31]

think, because this one is like totally

[71:33]

white.

[71:35]

So, let's see if we change it to even

[71:38]

brighter.

[71:40]

Oh, yeah. That's nice. That's nice. I

[71:42]

like it much more than this grid. It

[71:46]

just feels more natural. I know that

[71:48]

probably I'm not right here, but anyway,

[71:51]

it will be barely noticeable, but I

[71:54]

really like how it went out and how it

[71:56]

looks.

[71:58]

Rome. So, that's probably for the turn

[72:02]

signals. No problem. Let's assign here

[72:05]

again.

[72:08]

Okay.

[72:10]

And this one is

[72:13]

just a blackout

[72:15]

or basically

[72:17]

Oh yeah, that's even better. That's that

[72:19]

contains even the ceiling. Okay, so that

[72:23]

one should be

[72:25]

some of the textile. I think

[72:32]

striped setting me. Wow. And I think

[72:34]

plain black should work.

[72:45]

Oh yeah, here it is. Yes, it looks nice

[72:49]

like black ceiling in the car looks

[72:52]

expensive

[72:54]

lights. So those uh back lights. So that

[72:58]

should be red

[73:00]

lamp because LED doesn't look doesn't

[73:04]

have the feeling of gradient. So this

[73:09]

one would be much much better.

[73:11]

Our glass. So this one is the glass on

[73:15]

the brakes and the reflectors. So this

[73:18]

one should be red tint

[73:21]

material

[73:26]

because behind of that there is a

[73:28]

reflector which is the geometry which is

[73:31]

really really nice.

[73:34]

This one is the brake.

[73:38]

So D red it's the brake. It's a breaker

[73:40]

because because this one is the day

[73:43]

running lights. It's a DRL and this one

[73:46]

is the brake. So I had a look at this

[73:48]

one. So

[73:50]

yeah. So this is DRL for now. Let's keep

[73:53]

it chrome because it should be only

[73:56]

working uh on the animation because we

[73:59]

will do the animation

[74:01]

uh thing for that one. So it will be

[74:05]

clickable that will be a parameter which

[74:07]

you can use in the rig and which you can

[74:10]

animate in the sequencer later. So for

[74:12]

now let's keep it home and I will show

[74:14]

you like what we can do there. So

[74:17]

interior blue that's

[74:20]

it's actually interesting because that

[74:21]

should be the

[74:25]

safe belt but seat belt but for some

[74:29]

reason it's blue. I will not be touching

[74:32]

it right now. logo. We have the logo

[74:34]

texture. Silver

[74:38]

obviously, but we will not see it

[74:39]

because it only for the door opening

[74:42]

will not be touching that red. That

[74:45]

probably should be here.

[74:50]

For the red here, um I will use just red

[74:54]

paint. I think that red car paint will

[74:57]

be really nice there.

[75:02]

Mhm.

[75:03]

Lights.

[75:06]

So this is the day running lights also.

[75:10]

I'm not sure if I should turn them on

[75:13]

right now. We will also do that

[75:16]

separately as the day running lights. So

[75:19]

let's put it right now on the

[75:24]

just chrome. So, it's turned off, but we

[75:28]

will turn it on later. Okay. And this is

[75:32]

silver. This is the radiators. Okay.

[75:34]

Let's make them silver. So, there there

[75:36]

is actually uh metal silver.

[75:40]

Mi metal silver here.

[75:43]

Put it there.

[75:49]

Yep. And this is our car. Let's change

[75:53]

the car to car paint to white. So we

[75:57]

will have a little bit more of

[75:59]

difference because we don't see those

[76:01]

black parts which are black plastic.

[76:04]

And yeah, right now we can see much much

[76:07]

better what we have here.

[76:10]

It's looking great already. Let's jump

[76:14]

into our Porsche folder. Create the new

[76:17]

folder and name it textures.

[76:22]

and get our textures from

[76:26]

the Porsche textures and just grab all

[76:31]

of them and drag them here.

[76:36]

Okay, so that our decals. So the decals

[76:39]

is the first part. Let's examine this a

[76:44]

little bit more.

[76:46]

Okay. So that should probably have also

[76:49]

emissive map. That's not a problem.

[76:53]

So

[76:55]

to create material out of the texture

[76:57]

which is provided, it's pretty easy. You

[77:00]

right click on this material and then

[77:03]

you go to create material and it will

[77:06]

use it as the diffuse map or base color.

[77:09]

So basically is any PBR material

[77:13]

here we need to add some emissive color

[77:18]

because it doesn't look really you know

[77:21]

glowy. So we can use this one RGB and

[77:25]

connect it to emissive color. It's

[77:28]

already looking better but I think that

[77:31]

should be also reflective and rough

[77:33]

because it's plastic or screen or

[77:35]

something like that. It should be always

[77:40]

you know glossy. So by holding one on

[77:44]

your keyboard number one click here

[77:48]

and add this value to roughness. So it

[77:52]

will be just super glossy

[77:55]

and all of that should be glowing.

[78:00]

Hit save. I think this is just enough to

[78:04]

have it. We will see. I'm not sure if it

[78:07]

has the alpha channel, but let's try to

[78:09]

also add the alpha channel. So before

[78:12]

that, we need to select it to blend mode

[78:15]

to masked. So we will have opacity mask

[78:19]

and drag the alpha channel into opacity

[78:21]

mask. Yeah, it doesn't have the alpha

[78:24]

channel. So

[78:26]

that should be applied as it is. Let's

[78:29]

get this material which we just created

[78:32]

and apply to interior decals. Let's see

[78:35]

how it looks like.

[78:38]

Well, I think it looks good. Pretty

[78:42]

pretty fine, right? So,

[78:46]

looks really really

[78:49]

on spot, I think. So, yeah, it is it is

[78:53]

kind of good.

[78:55]

No problem there at all. Looks looks

[78:58]

perfect. Now

[79:02]

we can create the same for the logo.

[79:05]

Create material. Logo. Material. I think

[79:09]

this that should be also metallic. So

[79:12]

again by holding one. Add the keyboard.

[79:16]

Click here. Connect it to metallic. Put

[79:19]

one here.

[79:21]

And roughness should be something also

[79:25]

the same but

[79:27]

55 approximately. No, I think even a

[79:31]

little bit less.

[79:34]

Let's try 0.2. I think this will work.

[79:38]

Okay.

[79:40]

Um, let's see how it works.

[79:43]

So, there was somewhere in the very

[79:46]

bottom, I think. Yeah, logo. Yeah, here

[79:49]

it is. Let's apply that one. It's really

[79:51]

good that the logo on the outside is I

[79:55]

think yeah, it's fine. It's really good

[79:57]

that the logo outside is actually 3D and

[79:59]

looking really good. So, yeah. Again,

[80:02]

this car is not prepared for displaying

[80:06]

the interiors of the car.

[80:09]

Also, we have the brake caliper, the

[80:10]

tire, and the plate. So, okay, let's

[80:14]

create the plate. Create plate material.

[80:18]

Here we go. And again that should be

[80:20]

metallic.

[80:22]

I just think so.

[80:25]

That looks good. Uh we can take some

[80:29]

roughness maps from some materials from

[80:34]

from the pack. So let's see metal for

[80:37]

example aluminium. There is like

[80:39]

scratches. This is the roughness map

[80:41]

which you can use. Just go there.

[80:45]

Navigate to asset by clicking this

[80:47]

button with a magnifying glass. Go to

[80:50]

this material and drag and drop this

[80:54]

scratches here and apply this into

[80:57]

roughness.

[80:59]

That will be

[81:01]

like this will be looking like that. If

[81:03]

you think this one is too much, you

[81:06]

always can adjust this roughness map by

[81:08]

doing so.

[81:10]

drag the pin and hold and click L on the

[81:17]

keyboard and you will have lur node.

[81:20]

What it does it allows you to use this

[81:22]

mask as alpha and blend between two

[81:25]

values zero and one. So if you connect

[81:28]

it like this, you'll have the same

[81:29]

result. But you can lower this value to

[81:32]

0.5 for example. Or other way around.

[81:36]

Put one here and instead of zero, put

[81:39]

here 1.3.

[81:41]

And now it looks better. Save that.

[81:46]

And in the body again, let's apply our

[81:50]

new material which we created here in

[81:53]

textures, the plate mat to the plate.

[82:00]

And here it is. And it's looking really

[82:02]

really good with this small details of

[82:05]

the scratches of the aluminum because it

[82:08]

gives some sort of realism. So you can

[82:12]

get a little bit more of details there.

[82:15]

Okay, let's go to the materials which we

[82:17]

haven't done signed yet. So, silver.

[82:20]

This one we can't see because it only is

[82:24]

visible when the car has opened doors.

[82:26]

We are not going to open the doors of

[82:28]

the car. So, we may forget about that

[82:33]

interior blue. That is the seat belts.

[82:37]

Like really I don't like that so much

[82:40]

that it uses the same material for

[82:43]

tur blue but doesn't matter. We can look

[82:46]

for some blue

[82:49]

uh leather. There's some leather but

[82:52]

maybe we should

[82:54]

look for the seat belt

[82:58]

and we can always adjust the seat belt

[83:02]

color so it will match and that will be

[83:04]

fine. But yeah, looks good. Again,

[83:08]

interior is not the best part of this

[83:11]

car. Just like let's add some tint and

[83:13]

make it blue.

[83:16]

Just like that.

[83:19]

Okay, this is fineish. I'm not the fan

[83:22]

of that, but when you have the car with

[83:24]

a proper material assignment inside, you

[83:26]

won't have this problems.

[83:29]

Again, let's continue. Silver. We don't

[83:32]

see that. interior stripes. So, I think

[83:36]

here should be the dynamic or like music

[83:41]

system. So, let's go with the holes and

[83:45]

apply this one with the plastic with the

[83:47]

holes and see how it looks like.

[83:51]

Yep. Yep. Pretty good. Pretty good

[83:54]

actually.

[83:58]

Interior color one. I think that should

[84:01]

be leather.

[84:05]

black not perforated.

[84:08]

The perforated I think for this amount

[84:12]

of

[84:14]

of material will not work really well.

[84:17]

So yeah, so this one is

[84:21]

really nice.

[84:23]

And interior speakers. Do we have the

[84:26]

speakers texture?

[84:29]

[Music]

[84:30]

Nope, we don't. So, we again use the

[84:34]

plastic with holes.

[84:38]

Here we go.

[84:42]

That would work really nice for the

[84:44]

speakers. Really nice.

[84:48]

So, yeah, this is it.

[84:51]

The body is shaded. Let's switch to the

[84:54]

color purse and the wheels. That would

[84:56]

be much faster and much easier. So,

[85:01]

let's start with a front caliper.

[85:05]

There just four materials that should be

[85:07]

white. Easy as that. Let's

[85:11]

get their car paint white.

[85:14]

Nice. Um, black material.

[85:18]

For that, I'm using anodized metal

[85:21]

because it's black. It doesn't have any

[85:23]

like reflection. It is really close to

[85:27]

the material of the brake pads. So, that

[85:30]

kind of looks real. Then we go with this

[85:33]

silver parts. Yes, not a problem. Let's

[85:36]

use the metal silver.

[85:40]

And for this one, black shiny. It's like

[85:44]

caliper

[85:46]

black. I think gray will be looking

[85:49]

better, but we can we can put even red.

[85:51]

We don't care. We can do whatever we

[85:53]

want here. So,

[85:57]

next one is

[86:00]

other caliper. We should do the same for

[86:03]

the rest of them.

[86:59]

And the last part is glass. It's pretty

[87:02]

simple. They have all the same material.

[87:06]

So, we just need to open every

[87:10]

single one of them.

[87:12]

And in automotive materials, look for

[87:16]

glass

[87:18]

clear. And we will apply the clear glass

[87:20]

for all the lights. So this is for the

[87:22]

rear lights. This is for the front

[87:25]

lights. This is also for uh rear side uh

[87:29]

like indicators.

[87:31]

Now we are going with the glass tinted.

[87:34]

We applied here on all of this other

[87:38]

sides. Apply. And on the front glass

[87:41]

too. So yeah, it doesn't matter. Let's

[87:44]

save all. And

[87:47]

last part,

[87:50]

the wheel.

[87:53]

It's a little bit more of the things to

[87:54]

do, but we'll manage. So, this one is

[87:56]

silver. I doubt that because I don't

[88:00]

think so that can be silver. Let's go

[88:02]

with a metal. Probably

[88:05]

metal. Steel would be

[88:09]

steel. Sand blast. Something moral for

[88:12]

that case. brakes. Let's go for the

[88:17]

rotor.

[88:19]

And here we have the brake rotor iron.

[88:22]

But I think we have here the carbon

[88:26]

caramic with this all small cracks and

[88:30]

stuff. So let's use the carbon curamic

[88:34]

and apply it here. See here we are just

[88:39]

lucky. It immediately applied. But

[88:41]

sometimes

[88:42]

if it doesn't work, you can open this

[88:45]

material and disable or enable use

[88:49]

objects. So right now we disabled use

[88:53]

objectives and see it's like it's huge.

[88:57]

Uh the cracks are just off. They should

[89:00]

not be such you know big size. So we can

[89:04]

either tile the cracks. So here's like

[89:07]

the cracks intensity and crack scale. So

[89:10]

we can try to, you know, change the

[89:13]

scale a little bit, making it smaller.

[89:16]

That looks a bit better. So yeah, I

[89:19]

think I will leave it like that. That

[89:21]

looks better. But I don't like that it

[89:22]

is stretched. So and there is no tiling,

[89:26]

I guess, for the cracks. Yeah, there is

[89:28]

no tiling. So let's keep use object UVs.

[89:32]

And yeah, that looks much better in my

[89:36]

opinion. Just let's scale the cracks

[89:38]

back to 10 value.

[89:42]

Yep. Yeah. That that is I like the most.

[89:45]

Right. That's the the best option we

[89:49]

have.

[89:51]

Okay. This one is

[89:53]

white again. Car paint white. Here we

[89:56]

go.

[89:58]

This black material.

[90:03]

I think that should be metal. Painted

[90:08]

painted metal. That looks pretty dark

[90:10]

and fine.

[90:13]

Black shiny

[90:15]

metal painted.

[90:17]

I don't like it too much, but we'll fix

[90:19]

it. This one should be silver.

[90:24]

Metal silver. Here we go. Just like

[90:28]

silver frame here. and tire mat which is

[90:34]

here. We need the texture and create

[90:38]

material. This is tire mat. Let's let's

[90:43]

again steal the roughness map from the

[90:45]

automotive material pack. So if we go to

[90:48]

here and look for rubber, we can have

[90:52]

some rubber roughness maps. I think this

[90:55]

one will be okay. And let's apply that

[90:59]

one to this one. No,

[91:03]

there's another one.

[91:06]

Roughness. Yeah, this one is looking

[91:08]

better already, I guess.

[91:13]

Okay.

[91:15]

Unfortunately, this

[91:18]

car doesn't have the texture for

[91:21]

uh for normal map. So unfortunately

[91:24]

we've got to

[91:26]

we got to do what we got to do. So

[91:29]

currently it's what we have

[91:33]

and what we can have for this particular

[91:36]

situation. But anyway during the moving

[91:41]

when the car is moving we won't see this

[91:45]

happening anyway. But yeah, it it would

[91:48]

be really nice to have them normal

[91:49]

texture for this car. But unfortunately,

[91:52]

this is the free model and not all the

[91:54]

textures are present and at least this

[91:56]

one is fine to have.

[92:00]

I'm actually curious because I have

[92:03]

other model which is like polestar and

[92:06]

there is a texture for the

[92:11]

burlli. Is it the same UV?

[92:14]

No, it's it is not.

[92:16]

It's not. Yeah, unfortunately

[92:22]

because this one is completely different

[92:24]

texture. Yeah, it works different way.

[92:26]

It's really strange. It feels like it

[92:28]

has the

[92:30]

uh the normal map like or the light just

[92:32]

burned in. But yeah, whatever.

[92:35]

Unfortunately,

[92:37]

uh we can try to do that with Photoshop,

[92:39]

but really it's not the purpose of this

[92:42]

master class.

[92:44]

Okay. So, uh I really don't like that

[92:47]

this wheel is black. So, I think I'll go

[92:49]

to automotive materials and look at the

[92:52]

car paint black. Duplicate that and name

[92:56]

it uh gunmetal. So, I would like to have

[93:02]

the gunmetal color for

[93:05]

for the wheels. So, it should be a

[93:07]

little bit more grayish.

[93:10]

I think that that should look much much

[93:12]

better.

[93:14]

Let's see. Oh, yes. Yes. Much better.

[93:19]

Let's see if I can put it here, too. I

[93:21]

think I think that works. That really

[93:23]

works. Okay, so that was our front

[93:26]

wheel. And now we have the last one is

[93:30]

our rear wheel.

[93:33]

Okay, let's just copy the materials.

[94:08]

Okay.

[94:10]

Okay. That looks that looks fantastic, I

[94:13]

think. Okay. Now, let's delete this from

[94:18]

the scene. Don't need this anymore. We

[94:21]

have all prepared.

[94:24]

Let's move our rig and let's

[94:29]

take our rig into the scene.

[94:36]

And this is how it looks like. It's all

[94:39]

prepared, all working. I think we just

[94:41]

need to adjust the height of the body

[94:44]

because it's too up and it should be

[94:48]

much much lower. So, let's try to do

[94:50]

that.

[94:51]

Let's go back to the rig and set it to

[94:54]

minus 34.

[95:02]

Yes. So this is it.

[95:06]

I think that looks pretty much fantastic

[95:10]

especially like even in lumen. So it's

[95:13]

all really really great. Okay. Now we

[95:17]

need to find out why I told you not to

[95:21]

import

[95:23]

the glass

[95:25]

as the combined mesh.

[95:30]

So here I will demonstrate you what

[95:32]

happens with the lumen. So there is a

[95:35]

thing that when you have uh fog or

[95:38]

something like that in the scene and

[95:41]

when you have the glass in between the

[95:43]

lumen just behaves strangely. It cannot

[95:47]

calculate the multiple translucent

[95:49]

objects and you will have a small issue

[95:51]

with that and this is why I prefer to

[95:53]

split the glass. So you will avoid those

[95:55]

issues if you have the glass split from

[96:00]

the model and having separate meshes for

[96:05]

the glass. Now let's continue fixing

[96:08]

reflections and glass issues. So if you

[96:12]

see the glass reflections, not sure if

[96:15]

it's possible to see. Yeah, here for

[96:17]

example on the left side here you can

[96:19]

see that the reflection is like choppy.

[96:22]

It's like squareish. It has some issues.

[96:26]

So to avoid that, we need to open every

[96:30]

glass asset and look for settings which

[96:35]

is called high precision dungeon bases.

[96:38]

So you need to apply that to all glass

[96:42]

models. Unfortunately

[96:46]

unfortunately it's not possible to do

[96:49]

in a batch edit. You can only enable

[96:53]

that when you are importing with the

[96:55]

datas smmith. But the datas smmith is

[96:57]

imported through the Mayer or uh other

[97:01]

applications. So you would need to do

[97:03]

that manually unfortunately. That's not

[97:06]

a big deal. But yeah, that is why I

[97:09]

prefer merging for example the border

[97:12]

mesh because otherwise it is just like

[97:16]

really time consuming to fix this. So

[97:18]

you see the reflection is wobbly or

[97:21]

something. You need to enable that

[97:24]

checkbox for use high precision tangent

[97:27]

basis and hit apply changes. And after

[97:31]

that the reflections are much smoother

[97:33]

and that will be especially

[97:36]

visible in uh past tracing. So okay

[97:40]

apply changes. It's getting better.

[97:46]

Apply here.

[98:02]

And also do that for the body because

[98:06]

the

[98:07]

car paint is also

[98:11]

affected by this setting.

[98:19]

And you will get much smoother and

[98:21]

softer reflections

[98:24]

which will not be like you know looking

[98:26]

like a letter or some sort that will be

[98:32]

smooth and good.

[98:35]

So okay

[98:38]

we need to save everything when we

[98:40]

closing this window. And right now it is

[98:44]

looking

[98:46]

better as we have steering wheel also in

[98:49]

our rig function prepared. We need to

[98:52]

split that one. I forgot to split one in

[98:55]

Blender. So we can do that again in

[98:57]

Unreal Engine by using the modeling

[98:59]

tools. So let's drop our body mesh and

[99:04]

split it. I think that would be faster

[99:07]

to do in Blender. But in order to avoid

[99:11]

jumping there and back and shading the

[99:14]

car again, it can be done here like

[99:16]

within 5 to 10 minutes depending on the

[99:19]

geometry. Sometimes it can be hard to

[99:22]

do. So let's have a look. Go in mesh and

[99:25]

three select.

[99:35]

Now we need to select all of the parts

[99:37]

of steering wheel. So sometimes it's

[99:41]

really complex and there's a lot of geo

[99:44]

which is like inside which we don't see

[99:47]

and we need to select that. So here we

[99:50]

need just to be very

[99:54]

attentive paying a lot of attention to

[99:56]

what we select. So even though right now

[99:59]

it seems like I have selected almost

[100:02]

everything probably it's not like that.

[100:05]

So uh we can switch through the modes by

[100:08]

pressing on A or

[100:11]

and see different modes. So you can see

[100:13]

better what we have selected

[100:16]

by pressing just A.

[100:19]

it will be showing you the different

[100:21]

view modes so you can easier

[100:25]

see what is available here and what

[100:29]

you're selecting. So currently I think

[100:32]

it's just like I have selected just

[100:34]

enough and I would like to go with the

[100:36]

volutric brush and peak what is inside

[100:40]

because if we go to wireframe mode

[100:42]

you'll see that there is something

[100:44]

inside and still blue and not selected.

[100:47]

So for that reason we really need to

[100:50]

jump with a voluometric brush. Let me

[100:52]

pick other parts selected by the

[100:55]

material which is connected.

[101:01]

Fortunately there is no such function as

[101:03]

Ctrl L in Blender when you can just

[101:07]

select all the links all the linked

[101:10]

triangles or faces or points. So yeah,

[101:15]

you really need to go and check what

[101:18]

you're selecting here.

[101:21]

It is a little bit frustrating, but

[101:23]

that's really sometimes just helping you

[101:25]

not to jump into

[101:28]

3D software which you're using for model

[101:31]

preparation.

[101:38]

All of that is just for you to know and

[101:42]

get familiar with the

[101:44]

3D tools that are in Unreal. Okay. So,

[101:49]

let's now try voluometric brush

[101:53]

and just brush it. Make it small and

[101:56]

brush it over. Let's make it even

[101:57]

smaller and brush it over. So we will

[102:01]

get something which is located inside

[102:05]

our

[102:08]

steering wheel and we will be able to

[102:14]

remove then if we select something what

[102:16]

we don't want or we don't need we will

[102:19]

be able to remove that from the

[102:21]

selection anyway.

[102:23]

Just making sure that we have everything

[102:27]

here is selected.

[102:30]

All of those small bolts

[102:33]

which we have inside

[102:36]

because it's it's really not like in

[102:38]

Blender or any other 3D software when

[102:41]

you can click on something what is

[102:42]

inside. Fortunately, these brushes which

[102:45]

are in Unreal, they don't allow to do

[102:47]

that. They always, you know, stick to

[102:50]

the gel

[102:52]

and collide with it.

[102:58]

Just working really carefully here so I

[103:01]

don't touch anything what we should not

[103:04]

be touching.

[103:06]

Okay, let's see with the wireframe

[103:08]

again. If we selected something outside

[103:11]

of this selection.

[103:16]

Oh yeah, there there is still something

[103:18]

inside which is

[103:21]

not selected. This steering wheeltric

[103:34]

brush sometimes just really helps to

[103:36]

paint the geometry inside.

[103:39]

Okay,

[103:43]

selected something different that that's

[103:45]

not a problem. You can click by material

[103:47]

the brush and uh go to this point and by

[103:51]

holding shift deselect this part which

[103:54]

we don't need.

[103:57]

Okay, I have high hopes for that. I

[104:00]

think we did really well here. So we can

[104:04]

separate this right now by clicking on

[104:07]

separate button

[104:09]

and we will see that the model will pop

[104:11]

up and will appear here the new sub

[104:13]

mesh. Let's move it high and see we have

[104:18]

any triangles missing or hanging in the

[104:20]

air. No, this is the perfect separation.

[104:27]

Yes, it is. It is perfect.

[104:30]

Okay. So, we can hit accept right now

[104:34]

and we will have now separate steering

[104:37]

wheel

[104:39]

from the body. The next step is to

[104:41]

adjust the pivot because when we

[104:43]

separated this mesh, the pivot is in the

[104:47]

center of the like car origin. But we

[104:49]

don't want that. We need to adjust that

[104:52]

to a proper position. So let's go to

[104:55]

modeling tools

[104:57]

again and go to the form edit pivot and

[105:01]

hit center

[105:04]

and click accept. Let's see what we'll

[105:06]

get there. See the steering wheel is

[105:09]

still like rotated. It should be

[105:12]

standing straight. So let's go into the

[105:15]

right view and see if it is aligned

[105:17]

properly. It should be just very very

[105:21]

like straight.

[105:24]

Let's unlock this one and go to edit

[105:26]

pivot.

[105:28]

Pass it center rotation zero.

[105:32]

Accept. And first let's just move the

[105:35]

steering wheel so it is like standing

[105:37]

really really straight. Edit pivot. Set

[105:41]

any rotation to zero. Hit accept. And

[105:44]

let's go to lit mode into perspective.

[105:48]

So it looks fine right now. And now we

[105:52]

need to add it to our

[105:56]

car rig. So let's delete it from here.

[105:59]

Let's navigate to the body mesh of the

[106:03]

steering wheel and uh edit the blueprint

[106:08]

in viewport. Under body, you can find

[106:11]

the steering wheel component.

[106:15]

So

[106:17]

we need to take this mesh and put it

[106:21]

into

[106:23]

this component. Sometimes you will have

[106:25]

it in different place because always

[106:28]

like this model is not aligned anywhere.

[106:31]

It has some rotation degree. So

[106:35]

you need to align it. Let's switch to

[106:38]

visibility collision so we can see

[106:39]

everything better. And you need to align

[106:42]

that and pick the proper angle. The

[106:44]

thing is the function works this way

[106:46]

that it it always rotates uh the

[106:49]

steering wheel by X uh coordinate

[106:52]

rotation and you need just to place it

[106:55]

properly and see if the angle is like

[106:59]

matching here with the mount place. So

[107:02]

let's try minus 14°.

[107:05]

Place it

[107:07]

as best as you can.

[107:13]

Switch to lit mode again. Compile. Save.

[107:17]

And let's see how that works. So if we

[107:20]

pick the controller here and go inside

[107:23]

and try to turn the wheels, that will be

[107:26]

working. Maybe some little pivot

[107:28]

adjustment is needed because it's going

[107:31]

like two on the side. But but the

[107:33]

steering wheel is never like it is never

[107:38]

completely round. It is different shape.

[107:42]

So I think it's just too high. The pivot

[107:45]

is too high. I think we can lower that.

[107:48]

So it will be rotating a little bit

[107:49]

lower where the mount is actually is

[107:52]

because the rotating part is this center

[107:55]

circle.

[107:57]

So let's go back to our static mesh. Go

[108:01]

to modeling tools by clicking shift F5

[108:05]

and let's go to pack perspective and

[108:09]

look at this point. Yes. So we need to

[108:12]

find because the geometry the steering

[108:14]

wheel is not completely round and we

[108:16]

need to find our center by ourselves. So

[108:21]

that should be somewhere over there. You

[108:23]

can just like match it by your eye

[108:26]

something like here in the center of the

[108:28]

pot logo because this one should be

[108:31]

rotating.

[108:32]

Hit accept and that will immediately be

[108:35]

applied to the rig because it changed

[108:37]

the static mesh uh position.

[108:41]

And in that case, we need to put it a

[108:43]

little bit lower in the rig because

[108:47]

the static mesh just get different uh

[108:51]

pivot. Let's compile, save it, and let's

[108:54]

see how it works again with the

[108:56]

controller.

[109:04]

Yeah, it's much better. Remember the

[109:06]

steering wheel is never like completely

[109:08]

circle or it doesn't have the actually

[109:11]

the center

[109:13]

uh the part which is rotating is

[109:14]

different from this distance. It's made

[109:16]

for a purpose. I'm not actually well

[109:21]

known with the regulations. Why is that

[109:23]

made on purpose? But this is how it

[109:26]

works. And now we have everything

[109:27]

functioning. And the wheels are turning

[109:29]

together with the wheel with the

[109:31]

steering wheel

[109:35]

and we can use that

[109:38]

before we jump into the settings of the

[109:42]

rig and suspension and all of those

[109:44]

functions. We would need to prepare the

[109:47]

function for brake lights and uh I think

[109:51]

also we will include blinkers for that

[109:53]

one because we really need to prepare

[109:58]

the car for complete

[110:02]

animation

[110:04]

process.

[110:06]

So let's start with the braking lights

[110:08]

because that would be the easiest part

[110:09]

to do.

[110:11]

First we need to get into the blueprint

[110:15]

and also open the body mesh. So we need

[110:19]

the material parameter uh the material

[110:21]

ID.

[110:24]

As you remember I mentioned before that

[110:26]

here we have the

[110:30]

uh I think not the lights the red this

[110:34]

one it's the brake light basically it is

[110:39]

covered under the red glass but we need

[110:43]

to make this emissive. So,

[110:48]

but this emissiveness should only be

[110:51]

enabled by your desire

[110:55]

and we need to create the parameters. We

[110:58]

need to create the function and

[111:01]

make it work. First of all, we need to

[111:04]

create the function which is brake

[111:06]

light. Let's name it break light.

[111:13]

And here it is like really simple

[111:15]

approach to do that. So we pick the body

[111:20]

and now we need to find the material

[111:25]

number which is element number 25.

[111:29]

Here we go. And check set material.

[111:35]

Here we need to create a branch

[111:37]

basically condition on which this

[111:41]

material will be will be applied.

[111:45]

By default when it is false we will have

[111:49]

MI chrome

[111:53]

chrome material. So MIL

[111:57]

chrome 02

[112:00]

that is when the brake is turned off.

[112:04]

When the brake is turned on, we will use

[112:07]

the material

[112:11]

lamp red.

[112:15]

And again, the target should be our

[112:17]

body. Unfortunately,

[112:20]

there is no way to

[112:24]

use the same material slot. Well, you

[112:26]

you can, but you need to redo that in

[112:28]

Blender or um in Unreal for each car

[112:32]

which you're using. But unfortunately

[112:34]

for this one, you would need always, you

[112:37]

know, check the material number or

[112:39]

material name and material name also can

[112:43]

be different each time. But yeah,

[112:46]

it's the easiest way currently. So,

[112:48]

element number 25, element index 25, 25.

[112:54]

And we need to create the boolean which

[112:57]

will be a variable for turning the

[113:00]

brakes on and off. So let's go to car

[113:03]

setup and create the new variable and

[113:07]

name it break.

[113:11]

Put it in car setup.

[113:14]

Put it here.

[113:16]

Get break because we need to get this

[113:18]

condition and put it into the condition

[113:22]

of the branch in the break.

[113:25]

Check the boxes exposed to cinematics

[113:27]

and instance is editable. So we will be

[113:30]

able with the exposed to cinematics we

[113:32]

will be able to control this parameter

[113:35]

in the sequencer during our animation

[113:38]

stage.

[113:39]

Editable instance makes it work just

[113:42]

like in the editor. So you can switch on

[113:45]

and switch off this parameter.

[113:49]

So the default value we first compile

[113:52]

and the default value is off. But this

[113:55]

is not all. We have created the logics

[113:58]

for enabling the brake light. Now we

[114:00]

need to add it to construction script.

[114:02]

So if you go to construction script,

[114:04]

there's like bunch of things which are

[114:05]

happening all the time and we just need

[114:10]

to set it up here. look for our function

[114:15]

brake light

[114:18]

and connect it to the whole blueprint.

[114:21]

So hit compile, save and also don't

[114:24]

forget to add this brake light function

[114:26]

into event graph because the

[114:28]

construction script only shows you what

[114:30]

is happening inside the editor and we

[114:33]

need that also to work in the sequencer

[114:35]

with the cinematics. So go to event

[114:38]

graph and add the brake light here to

[114:42]

connect it. Compile and save. And let's

[114:45]

have a look. So let's go back there.

[114:51]

And it was in the car setup in the very

[114:54]

first one. Here is our variable brake.

[114:58]

And if we turn it on or off, we are able

[115:02]

to show that the car is breaking, right?

[115:06]

But I saw the pictures of Porsche

[115:10]

breaking. And this part is also should

[115:16]

be glowing, but it isn't. So, we need to

[115:21]

reassign the materials. Don't worry, we

[115:23]

don't need to jump into Blender yet or

[115:27]

probably never. We can redo that right

[115:31]

in the Unreal Engine.

[115:34]

So how we do that?

[115:36]

Drop the body into the scene.

[115:40]

The thing is like with this modeling

[115:43]

mode which we have enabled with our

[115:45]

tools, we can change also the materials

[115:48]

in and reassign them. So we need to find

[115:52]

out what is the material there. There is

[115:54]

some issue that it's covered by the

[115:56]

glass but it is not a problem. It's some

[115:59]

part of raw material. So we will be

[116:02]

okay.

[116:04]

Right now, let's go into attributes and

[116:09]

look for edit materials.

[116:15]

Let Unreal load the model because it

[116:18]

will draw right now the wireframe. We

[116:21]

don't need the wireframe. It's just like

[116:22]

I find it really really, you know, thick

[116:27]

and just distracts you. So disable the

[116:31]

visible and it will disappear. So in

[116:35]

order to get inside we won't be able to

[116:36]

do that because like see it's just like

[116:40]

selecting

[116:41]

the glass. But the thing is that you

[116:45]

can't you know pick what's inside,

[116:49]

right? So that's the problem of the

[116:52]

Unreal because in Blender for example

[116:53]

you can easily go inside and pick

[116:55]

whatever you want. But here it just

[116:57]

doesn't work this way. I think that the

[117:00]

material is chrome. So I can go into

[117:03]

brush type selection by material all and

[117:07]

basically click in this one and it will

[117:10]

select everything which is covered with

[117:12]

current material slot. It doesn't matter

[117:14]

that it is uh material because we can

[117:18]

have the same material like chrome here

[117:20]

on the front or somewhere else but it

[117:24]

will select the current material slot.

[117:27]

What we're going to do now uh we will

[117:31]

deselect the part which we don't need.

[117:34]

So this is the I believe this is the

[117:38]

turn signal

[117:40]

and we will assign the separate material

[117:42]

for that one. But first let's try to

[117:45]

disconnect this one. Let's select the

[117:48]

brush type selection mode to material

[117:51]

connected and by holding shift click

[117:54]

here. Okay. So you can see that those

[117:58]

parts are not connected and it will take

[118:00]

you a lot of time you know to get rid of

[118:03]

that. There is easier way to deselect

[118:07]

some parts like that. Let's select

[118:11]

voluometric brush and change the brush

[118:14]

size to very very small. So it will also

[118:17]

select what is inside and behind. So

[118:21]

let's make it really really small. And

[118:23]

by holding shift, just paint over this

[118:27]

part which you don't want to be changed

[118:30]

with the material.

[118:32]

Just as easy as that. And you have it

[118:35]

clean. And we have selected what we want

[118:37]

here. Now let's switch to other side

[118:40]

because it's the same here. And we need

[118:42]

to clean it up by holding shift. Just

[118:46]

draw that material and deselect it.

[118:52]

Now we need to assign the same material

[118:55]

which we have here right. So it will

[118:58]

also be affected by our switch which we

[119:02]

have created just a few minutes ago.

[119:06]

To do that you need to go to the

[119:09]

material array look for material that

[119:12]

was material number 25. I remember that

[119:16]

correctly. And now you need to select

[119:19]

active material. So we go and pick the

[119:21]

material number 25. Right?

[119:25]

And after that do this selection. Let's

[119:28]

let's see in wireframe that we don't

[119:30]

have anything else selected.

[119:34]

No everything is fine here. All good.

[119:36]

Aha. There is something. See there is a

[119:39]

small dot. Yep. It's all good. We don't

[119:43]

have anything else selected here. All

[119:46]

looks pretty fine. Oh yeah, there is a

[119:48]

small spot. Yes,

[119:51]

which I missed. All is fine. Right now

[119:54]

we have proper selection. We have active

[119:57]

material selected. It's number 25 which

[120:00]

we want. And now we click assign active

[120:04]

material.

[120:08]

Done. And hit accept.

[120:11]

Wait and re wait for Unreal to prepare

[120:13]

the model.

[120:16]

And after that our function will be

[120:19]

working with these parts too.

[120:23]

Let's go and check it out.

[120:26]

So if I select the blueprint rig again

[120:29]

and click on the brake.

[120:32]

See

[120:34]

now it's working properly

[120:36]

how it should be. So this is the brake

[120:39]

part and this one is day running light.

[120:42]

So it is working as intended.

[120:46]

Now let's check out what we can do with

[120:48]

this

[120:50]

side here. Do we have here the turn

[120:54]

signals on the left? No. So now let's

[120:58]

work with the

[121:02]

day running lights.

[121:06]

The process is pretty much the same. So

[121:10]

if you go to the rig

[121:12]

you can create new function which is day

[121:15]

running lights.

[121:20]

Okay DRL

[121:24]

can go to the brake light just copies

[121:27]

this thing. Go back to DRL

[121:30]

connect it.

[121:35]

Okay, now we need to check out which are

[121:39]

okay. This is rare lights. This number

[121:41]

23

[121:43]

and the front lights uh something like

[121:46]

lights or something like that. Or maybe

[121:48]

this one we can also use.

[121:54]

Okay.

[121:58]

Not sure probably this one I will be

[122:00]

using also for turn signals.

[122:04]

Let's go with this one with this four

[122:08]

which are light glass. Here it is. It's

[122:12]

number 14 and number 23. So here we just

[122:16]

type 23 23. In the true we like we got

[122:21]

to use lamp white.

[122:26]

Copy that. Paste it here.

[122:31]

and do with rare lights. That should be

[122:34]

lamp red

[122:37]

again. Connect body.

[122:41]

Let's check it out. That's 23.

[122:44]

This one is 14.

[122:48]

This one is 14. Now we need to

[122:52]

create another. We can duplicate the

[122:54]

break and name it daylights.

[122:58]

and the DRL is connected with the

[123:01]

daylights condition. Compile and save.

[123:04]

Let's go to our construction script

[123:07]

again and connect the DRL here. Connect

[123:13]

it. And also again, as I said, do not

[123:16]

forget to add it to event graph because

[123:18]

this one only will show you the changes

[123:20]

in the editor, but we also need to make

[123:23]

it work during the renders. So go to

[123:27]

event graph and again connect the DRL

[123:31]

here compile and save.

[123:36]

So right now we can turn on and turn off

[123:39]

the daylights which is really cool for

[123:41]

cinematics. You can do that for starting

[123:46]

some sort of starting sequences where

[123:48]

the car is not yet present in the frame

[123:51]

or you want you know to implement it

[123:57]

or show that. So you can just turn the

[124:00]

daylights like boom and they work. Okay.

[124:04]

See I missed there a little bit of the

[124:05]

glass. I need to select this

[124:09]

and

[124:10]

see this model. And that should be

[124:14]

tinted red.

[124:18]

Yep.

[124:19]

Tint red. Yeah, because when the light

[124:23]

is turned off, it should be also red.

[124:27]

And this is it.

[124:29]

It's looking beautiful.

[124:33]

Perfect.

[124:35]

Here it works. And here it works too.

[124:38]

Okay. Now

[124:40]

we shall try creating

[124:49]

the blinkers. So we will have also to do

[124:52]

the same approach for the blinkers.

[124:56]

I think let's go with the rare side. And

[124:59]

probably we would need to use this one

[125:02]

for the blinker.

[125:05]

And I guess this one too maybe is Oh no,

[125:08]

this one this one should be acting as

[125:10]

the as the blinker.

[125:14]

So we will be assigning material to

[125:16]

blinker left and blinker right.

[125:22]

So let's go again to

[125:25]

modeling and try to pick the materials.

[125:30]

So what we can do right now is go to

[125:33]

mesh and pre-select.

[125:39]

After that select all this glass which

[125:42]

is on our way by material all just click

[125:47]

on that. That would be much much easier.

[125:50]

should click separate

[125:54]

and we will have the separate body mesh

[125:56]

right now for the glass which we

[125:59]

disconnected. If you pick this one, we

[126:02]

can move it somewhere like higher and

[126:06]

hit accept.

[126:09]

So we will have our separate glass

[126:12]

separate body and it would be much much

[126:14]

easier for us to select

[126:17]

the triangles or polygons for material

[126:20]

assignment which we will be using for

[126:23]

the blinkers.

[126:25]

Now again select the body go to

[126:27]

attributes select edit materials

[126:36]

and after edit materials

[126:39]

enter in this mode just select by

[126:42]

material

[126:45]

connect it

[126:47]

select this one

[126:51]

this one is should be only only This

[126:54]

tube will be lighting. So I think this

[126:57]

one is fine.

[127:00]

Now this one if we select by material

[127:04]

all that will select a lot of stuff here

[127:08]

and there which we don't need which is

[127:10]

inside also some stuff which we don't

[127:13]

need. So this one is better to be

[127:17]

selected by voluometric brush. So let's

[127:20]

use the voluometric brush paint it over

[127:25]

and then just select material

[127:28]

by all and holding shift deselect the

[127:32]

the ones which you don't want to be

[127:35]

affected. So this one is done.

[127:40]

See if we can also by material connected

[127:42]

disconnect this one.

[127:47]

Okay, so that works fine. This one is

[127:50]

good. Nothing else is connected. Let's

[127:53]

go back to this one.

[127:58]

Material all

[128:00]

select this

[128:02]

and by material

[128:04]

voluometric brush and clean up this one.

[128:09]

Okay. So this is going to be our left

[128:12]

blinker

[128:14]

material which will be assigned and

[128:16]

which will be using the same function

[128:19]

which we had

[128:24]

because it will be different material

[128:27]

the new one which we will create. We

[128:30]

also need to assign a new material slot.

[128:33]

So here in the materials, click on plus.

[128:39]

Scroll down and let's assign something

[128:42]

here. It doesn't matter. We just need

[128:44]

the representative for that one. So let

[128:47]

it be metal chrome one. But just

[128:50]

remember the index of this material. So

[128:53]

index 33.

[128:55]

So active material pick the 33

[129:00]

and hit assign active material. So now

[129:05]

you have new material slot which is

[129:08]

assigned to this and we will use that

[129:10]

for the blinker. Let's do the same for

[129:13]

the right side.

[129:16]

Add another material that will be number

[129:19]

34.

[129:21]

And do just absolutely the same. Pick it

[129:25]

with this using different brushes. Pick

[129:28]

this one. This tube for the side. This

[129:32]

one we would need to use

[129:34]

the voluometric brush to paint over.

[129:38]

Then deselect

[129:41]

what we don't need. See here also.

[129:47]

Yes. All fine. And now here

[129:51]

by material all this should be working

[129:54]

good because we already separated it

[129:57]

from the previous part.

[129:59]

Okay, good. So this is going to be our

[130:02]

turn signals

[130:08]

and this we should also pick active

[130:12]

material number 34.

[130:15]

Also, let's assign Rome here

[130:20]

and assign active material on the slot

[130:24]

number 34.

[130:31]

Okay, I think this should be fine.

[130:36]

So, that hit accept

[130:38]

and let's create the blinker material.

[130:45]

But before we do that, we should not

[130:48]

forget to put this glass back into the

[130:51]

rig because we basically separated it

[130:54]

from the body mesh, but it maintained

[130:57]

uh the pivot and all of those parts

[131:01]

should be on place. So this is here in

[131:05]

generated your username and here there

[131:08]

is this mesh. So we need to go to

[131:10]

blueprint viewport

[131:13]

select body again the component drag

[131:16]

this and put it here. So it will be the

[131:21]

sub mesh here will be assigned here. As

[131:23]

you can see it is all in place where it

[131:26]

should be.

[131:29]

Compile save. Now

[131:33]

we can delete this from the scene

[131:37]

and let's create

[131:40]

the blinker material.

[131:43]

For the base of the blinker material,

[131:44]

I'll be using the master material which

[131:47]

is master emissive material in

[131:49]

automotive pack. It's called M emissive

[131:53]

master. Just Ctrl D and I will name it M

[131:59]

blinker.

[132:01]

master.

[132:08]

Here it is. Oh, just made a typo. So, it

[132:12]

should be blinker master. Uh, creating

[132:16]

the the blinker material is pretty easy.

[132:20]

There is nothing special in it. You just

[132:23]

need to add time s and multiply nodes.

[132:26]

Nothing more. That should be just it.

[132:30]

So,

[132:32]

first of all,

[132:34]

we need to expand this a little bit

[132:36]

because we would need more space. Add

[132:40]

the node time

[132:44]

and multiply this node. Just drag the

[132:46]

spin and type multiply. Or if you put

[132:51]

the star here by pressing shift 8, you

[132:53]

will have the multiply node too.

[132:56]

Multiply it.

[132:58]

Then by holding one on the keyboard,

[133:03]

click with your mouse button on the

[133:05]

field and you will have this parameter

[133:07]

node. Right click on it and convert to

[133:10]

parameter.

[133:11]

Name it blink frequency.

[133:17]

This should be one.

[133:21]

And connect it here. So we will be able

[133:23]

to edit that in the material instance.

[133:27]

Now we need the node sign which will be

[133:31]

actually doing the blinking over the

[133:33]

time

[133:35]

and what is left is just to multiply

[133:39]

that

[133:40]

a lot of times. So you need to

[133:43]

disconnect this and you need to

[133:44]

disconnect this.

[133:46]

After that you go to multiply

[133:51]

node here.

[133:55]

Connect this to

[133:58]

connect this to A. Connect this to B.

[134:06]

Then we should multiply that again.

[134:09]

That's really strange. Yeah. But that's

[134:11]

that's how it works. And connect it

[134:14]

here.

[134:16]

We are almost there.

[134:19]

Then you

[134:21]

do multiply from here. Again,

[134:25]

it should be going B. That should be

[134:27]

going A.

[134:30]

And connect this multiply result into

[134:32]

this multiply result.

[134:38]

But the thing is that I don't want this

[134:43]

one to be black when it's turned off

[134:47]

because it should be having something

[134:49]

and we will have black matter between

[134:52]

those blinks and I really would like to

[134:55]

avoid that. So by selecting the material

[134:58]

result node, switch from shading model

[135:02]

from unlit to default lit. And here

[135:08]

to make it look good,

[135:11]

add again the parameter one. Connect it

[135:13]

to metallic. Set the value to one.

[135:19]

Then add another parameter and connect

[135:22]

it to roughness.

[135:26]

The base color should be white. So by

[135:28]

holding three on your keyboard, click

[135:30]

here, connect it to base color and make

[135:35]

it white.

[135:37]

Now you have the metallic chrome ball

[135:39]

which will be

[135:42]

blinking. And you'll be able to adjust

[135:45]

the color when we create the material

[135:47]

instance parameter.

[135:50]

So I don't like the roughness. It's it's

[135:51]

pretty much super rough. So let's do

[135:54]

something like 02. Yes, that looks much

[135:58]

better.

[136:02]

And save that.

[136:06]

And create the material instance. Right

[136:08]

click, create material instance. Name it

[136:13]

MI Blinker.

[136:19]

This would be fine. And here we will be

[136:24]

able to change the color tint. For

[136:25]

example, for something like orange.

[136:29]

As you can see, it looks pretty

[136:32]

impressive. Also, you can change the

[136:35]

speed of the blinker, but the one is

[136:39]

fine and looks real.

[136:42]

Now, we need again to make the logics

[136:44]

for left and right blinker. Let's go

[136:48]

back to our rig and create new function

[136:53]

here in functions.

[136:56]

Name it turn signals

[137:02]

logic again is just the same. So you can

[137:06]

use the brake light. Copy that including

[137:10]

the branch.

[137:12]

But we need two. We need for left and

[137:15]

for right. So this one is left. This one

[137:20]

going to be for right.

[137:23]

And we need to variables. So we can

[137:27]

again copy our day or break light uh

[137:33]

variable. It doesn't matter. So

[137:35]

duplicate, turn left.

[137:38]

Duplicate, turn right.

[137:43]

So let's take turn left first. Go here.

[137:46]

Get turn left. Connect. And here. Turn

[137:49]

right. Go here. Get turn. made a typo

[137:52]

again. Turn right

[137:56]

and connect right to the branch.

[137:59]

So when it's false, it's chrome and when

[138:02]

it's true, edge should be blinker. But

[138:04]

we need to change the material number.

[138:06]

So 33 is turning left. 33 and 33 here.

[138:14]

And for turn right the material index is

[138:16]

34 and 34.

[138:21]

Here we need to because if we would like

[138:23]

to have it working sim simultaneously

[138:27]

we need to make a sequence

[138:34]

sequence this and then this.

[138:38]

Compile and save.

[138:42]

For true, we need to set mi

[138:47]

blinker material which we just created

[138:50]

material instance. So we can go and

[138:53]

check it here

[138:57]

and my blinker material here is

[138:59]

connected

[139:00]

and here to

[139:03]

compile save and let's see how it works.

[139:07]

Let's turn right.

[139:12]

Oh yes, I always forget to do that. You

[139:16]

should, you know, learn from my

[139:18]

mistakes. It should be connected to the

[139:20]

construction script and event graph in

[139:22]

order to work in editor and in the event

[139:25]

graph. The function doesn't do anything

[139:28]

unless it is connected to construction

[139:31]

script and event graph. So don't forget

[139:33]

to do that. Continue. Save. And let's

[139:38]

turn right.

[139:40]

And it works.

[139:46]

And if we have them both at the same

[139:50]

time, turn left and turn right, because

[139:51]

it uses the same function with the time,

[139:54]

they will be always in sync. So you can

[139:57]

just like turn right, turn left, and you

[140:00]

can change them whenever you want and

[140:02]

the order you desire. So it's not a

[140:05]

problem to do that. And it perfectly

[140:08]

should be working in past tracing too.

[140:10]

Yep, this is it.

[140:13]

Okay, we have now all working. We have

[140:16]

brakes, we have turn signals, we have

[140:19]

the lights turning on and off. Let's add

[140:22]

some more spice to it and create the uh

[140:26]

the braking rotors which will be hitting

[140:31]

by the parameter setup. So let's open

[140:35]

our wheel and check the material which

[140:39]

we have here which is the brake rotor

[140:43]

carbon ceramic.

[140:45]

Let's open this material and let's go to

[140:48]

the parent like master material. So here

[140:52]

we can add the function which will make

[140:55]

our brakes heat and emit light.

[140:59]

So first by holding number three on the

[141:02]

keyboard and clicking on the mouse we

[141:05]

will create the parameter for the color

[141:08]

let's make it really really saturated

[141:12]

red orange color something like that and

[141:15]

now let's multiply that by the value

[141:20]

which will be defining how much emissive

[141:24]

light we will be producing from our

[141:26]

heated brakes. So right click here and

[141:31]

click promote to parameter. Name this

[141:35]

parameter heat.

[141:38]

Nice.

[141:39]

Now connect it to emissive color. Let's

[141:45]

use our parameter heat and put it into

[141:48]

the group of base color.

[141:51]

Click apply and save. Now let's switch

[141:55]

back to our router.

[141:58]

If we increase the heat, it looks really

[142:02]

strange because the whole material is

[142:05]

becoming

[142:07]

red. But we don't want that. We want our

[142:10]

material to be also showing those lines.

[142:17]

And by to do so, we need to just grab

[142:21]

the roughness map. The thing is that the

[142:23]

brake rotor uses this metal wear lines

[142:26]

roughness map. There are three channels

[142:29]

like red, green and blue. And we can

[142:32]

pick the one which we like to basically

[142:36]

mask out what we don't want to use for

[142:41]

heat and what we want. So we need either

[142:43]

green

[142:45]

or blue channel. I'll be using the blue

[142:48]

one. So let's go to our master material

[142:52]

and there is already roughness mask

[142:55]

prepared for us.

[142:57]

So let's

[142:59]

do it this way. So we will disconnect

[143:01]

this for now and create another multiply

[143:05]

node

[143:07]

and let's connect the blue channel here

[143:10]

to multiply.

[143:12]

And the result of our emiss emissive

[143:15]

color and the heat value we will connect

[143:19]

here to the multiply node and to

[143:22]

emissive color and hit apply save and

[143:26]

let's see how it works now. So if we

[143:29]

increase, see, we still see those wear

[143:33]

lines.

[143:35]

Even though

[143:38]

our brake is emitting light.

[143:42]

So if you see that on the car, you can

[143:45]

see that there are lines still there,

[143:47]

the cracks are there, and it's emitting

[143:50]

light. Now we need to control this

[143:53]

parameter over in the blueprint to being

[143:56]

able to animate that not putting each

[144:00]

time in the sequencer.

[144:02]

So let's reset this one,

[144:05]

save this material and get back to our

[144:09]

blueprint. So now we need to create the

[144:12]

function actually two functions for this

[144:16]

particular brake heat. So let's create

[144:20]

first the function for

[144:24]

break

[144:26]

heat creation.

[144:29]

So here we will create the function for

[144:33]

creating the dynamic material and store

[144:36]

that function. I'll explain why a little

[144:39]

bit later. So let's start with grabbing

[144:43]

front left and front right wheel because

[144:45]

I believe only front wheels get the most

[144:48]

of the pressure and they will be only

[144:50]

heated. You can do this for or four of

[144:54]

them but currently we'll be doing for

[144:57]

two but you can do that for all of the

[144:59]

wheels. So what we need to do is to

[145:03]

create dynamic material instance. So

[145:07]

create create dynamic material instance.

[145:10]

it will switch the material which is

[145:12]

currently assigned and will create the

[145:16]

dynamic instance which we will be

[145:18]

editing later. Unfortunately, you can't

[145:20]

plug both of those

[145:24]

components into this node. So you would

[145:26]

need to create and duplicate this node

[145:29]

basically copy paste it. So the material

[145:33]

element index is uh let's check on the

[145:36]

front wheel it's number one. So material

[145:41]

index will be one.

[145:43]

Let's copy that and paste.

[145:46]

Here we connect the target. We'll create

[145:49]

this one.

[145:51]

And

[145:53]

after that we need to store this value

[145:56]

into the variable. So we need to create

[146:00]

the variable

[146:02]

break

[146:05]

front

[146:07]

left. And that should be

[146:10]

dynamic

[146:13]

material

[146:17]

instance object reference.

[146:20]

Put it here.

[146:22]

Set. Duplicate this one for the right

[146:25]

one.

[146:26]

Right. And that would be for the right

[146:29]

set. You need to connect those pins.

[146:35]

And what it will do it will create this

[146:38]

dynamic material instance once. And if

[146:42]

we put this function into the event

[146:45]

graph, it will be creating the dynamic

[146:47]

material on each tick which can affect

[146:50]

your performance.

[146:52]

So we just need to create this once.

[146:56]

Let's drag it here. So this script will

[146:58]

be running only once in the construction

[147:01]

script because when you start the

[147:06]

simulation during the render it will

[147:09]

perform the construction script only

[147:10]

once but we need the construction script

[147:13]

for previews also. So this one is the

[147:17]

creation. Right now we need the

[147:20]

different one

[147:22]

for editing this material. So we create

[147:27]

another function name it break

[147:33]

heat

[147:34]

modify.

[147:37]

And now we can take both of those

[147:43]

material functions like we store that in

[147:46]

the variable the material

[147:49]

uh dynamic material instance. And from

[147:52]

each one we need to set scalar parameter

[147:56]

value one.

[147:59]

And we again we now here can connect to

[148:03]

both of them because the parameter name

[148:06]

is the same. parameter name is heat

[148:08]

here. So we type it here

[148:15]

and connect it like this.

[148:20]

So now we need to

[148:25]

create another parameter which will be

[148:27]

modifying this value. Right?

[148:32]

Let's name it brake temperature. Let's

[148:35]

create a new variable. Name it break

[148:38]

temp.

[148:40]

Make it a float

[148:43]

because we are going to scale this

[148:46]

value. The default is zero. Let's

[148:49]

connect it and set the slider range from

[148:53]

zero to three. I think this would be

[148:57]

enough.

[148:58]

After that we need to go to construction

[149:01]

script and add break heat creation.

[149:06]

We'll create this material and then we

[149:09]

will use break heat modify. After that

[149:13]

in the event graph we would need only

[149:16]

the break heat modify here.

[149:21]

Connect it there.

[149:25]

Compile. Save. And let's see how that

[149:29]

works. Oh, before that, make sure that

[149:32]

you make this instance editable and

[149:36]

exposed to cinematics. Put the brake

[149:38]

temp in the car setup. These materials

[149:41]

can be hidden. We don't see them

[149:47]

and we are not going to touch them

[149:48]

anymore because they are not for

[149:50]

editing. And basically here you can now

[149:54]

see you can edit the heat amount of the

[149:59]

brakes

[150:01]

for both of them.

[150:04]

Right? And now if we create the sequence

[150:08]

like that where we have the brake

[150:10]

temperature it will be working.

[150:19]

And if we go into simulation mode,

[150:22]

that also will be working here.

[150:25]

That means it will be working in the

[150:28]

render.

[150:30]

Now our car is ready for animation with

[150:35]

all the functions with the turn signals

[150:38]

with the daylights and additional brake

[150:41]

lights here for example. And all of that

[150:45]

can be done

[150:49]

in the sequencer.

[150:52]

So it is completely ready for

[150:56]

animations.

[150:58]

All right. Now let's give our Porsche

[151:01]

some sort of arrival or I would say

[151:04]

brother in speed. So we prepared the

[151:07]

second model 2. So the GT3 version like

[151:11]

not the road one. This is the street

[151:13]

legal but we need also another one. So

[151:16]

we will make them race each other. So

[151:20]

here I will create the new folder for

[151:22]

the content which will be Porsche GT3.

[151:28]

And just as before we have all the body

[151:31]

meshes. As I mentioned I will be using

[151:34]

those brake calipers from this model

[151:37]

because they look better. They are more

[151:40]

high poly. They have better quality. So

[151:43]

I will be using the calipers from this

[151:46]

one. Right now let's import our meshes

[151:50]

again. So we'll go with the body. For

[151:54]

the body, we will be using combined

[151:56]

meshes. I'll be doing that a little bit

[151:58]

faster. Uh not as detailed as with this

[152:02]

rig, just for time saving. But repeating

[152:06]

this process uh multiple times just

[152:08]

gives you better

[152:11]

experience in that and you'll be

[152:14]

understanding better how to rig this

[152:17]

thing. Okay. And the last one is the

[152:19]

glasses. Remember we do not merge the

[152:22]

glass. So we import this

[152:25]

with not combined meshes. So with the

[152:27]

combined meshes disabled for other

[152:30]

measures we need them to be combined.

[152:32]

And first we what we're going to do is

[152:36]

check our wheel pivot. So actually it

[152:40]

has the wheels the same. I think I think

[152:42]

they are the same size. So we can

[152:45]

technically use both of the wheels. But

[152:47]

for the sake of the tutorial, let's keep

[152:49]

it

[152:51]

for uh rear wheel and front wheel

[152:54]

different meshes. But if the wheels are

[152:56]

the same, you can keep them as it is. So

[153:02]

form pivot center accept. Let's see if

[153:06]

it is rotating properly.

[153:09]

Yep. All good. All works. Nice. Okay.

[153:13]

Amazing. So now we do the same for the

[153:15]

rear wheel. Edit. Pivot. Center and

[153:19]

accept. Great. That works.

[153:23]

Now I will just go to the car rig

[153:26]

blueprints and duplicate the rig and

[153:29]

name it GT3 because I don't want to

[153:32]

align again the position of the brakes.

[153:35]

They are already there and we have some

[153:37]

functions for the brake uh and so on.

[153:40]

But we would definitely need to edit the

[153:42]

material indexes after that because the

[153:44]

shading is not the same. So here we have

[153:50]

our body. We can go to brick structure,

[153:52]

clear all of that. Clear the wheels

[153:56]

and delete all this additional meshes

[153:59]

that we have here.

[154:05]

Okay. Now we have only brakes, brake

[154:07]

calipers, and the suspension prepared.

[154:10]

So let's put on the body from the GT3

[154:13]

version.

[154:14]

Apply it here to the body mesh wheel

[154:18]

front. Let's take it to the front wheels

[154:21]

and wheel rear one. Put it here. We

[154:25]

already have the brake calipers and this

[154:26]

the brake calipers had a position in the

[154:31]

center

[154:32]

of the offset of the pivot. So that will

[154:35]

not you know change. It will be fitting

[154:37]

pretty good. As you can see there's some

[154:40]

already materials assigned because it

[154:42]

has the index which is different from

[154:44]

the previous one. And those probably uh

[154:47]

should be the lights

[154:50]

and brake lights. But currently we are

[154:52]

not going to fix that. First we need to

[154:54]

prepare the rig.

[154:56]

Okay. We need to set the offset. I think

[154:58]

this one is wider because well obviously

[155:01]

it is the the racing version. So let's

[155:05]

set the front side. We'll offset about

[155:07]

88. I think that will work good. No too

[155:10]

much. 87 is probably the best option.

[155:14]

because it's really really wide and it's

[155:16]

really low always. All these cars are

[155:18]

super low. This one should be 87

[155:22]

probably too because the wheel size is

[155:24]

the same. Yeah, kind of like that.

[155:28]

Correct. And we need to do the rear axle

[155:32]

offset a little bit

[155:34]

back so it will be in the center. Let's

[155:37]

put something like 129. That looks good

[155:41]

for me. Good for me. Perfect. Now, let's

[155:45]

check the suspension. So, it is a little

[155:48]

bit off, I guess. Yeah, right. It's a

[155:51]

little bit off. We can put it even more

[155:54]

inside. So, to offset the position of

[155:56]

the suspension, you can use this mount

[155:59]

correction. So, the mount correction

[156:02]

should be something like five or four.

[156:04]

Yeah, four works the best, I think. Yes,

[156:07]

it doesn't protrude through other

[156:09]

geometry of the wheel and the brakes. So

[156:14]

it all works good here. Probably the

[156:16]

same we can do for the rear suspension.

[156:19]

You see there's even like space cut out

[156:21]

for this purpose. So let's also put it

[156:26]

to four.

[156:28]

Maybe we can put it even higher. Just

[156:31]

just a wild guess. So let's go with a

[156:33]

rear suspension like 55 probably. Yeah,

[156:36]

I think I think that works really nice.

[156:38]

Okay, good. Not quite realistic

[156:41]

probably. So let's go back to 50 because

[156:45]

this should be in the resting state,

[156:47]

right? Okay. Uh the only one thing with

[156:51]

the caliper is that they are a little

[156:53]

bit bigger because we have the rim which

[156:57]

is smaller than the previous model of

[157:00]

the Porsche. So we need to scale the

[157:02]

caliper a little bit. That's not a

[157:04]

problem. We can do that by selecting the

[157:06]

caliper mesh and maybe the sizing should

[157:10]

be something like 0.95

[157:13]

so it will not you know get inside the

[157:16]

wheel. Maybe even 0.9

[157:19]

just for the sake of it. Yeah, we can

[157:22]

offset it a little bit. So probably

[157:26]

higher and a little bit to the inside

[157:29]

because it's not touching

[157:32]

the brake disc. It's It should be like

[157:33]

really really close to the brake disc.

[157:36]

Okay.

[157:38]

Okay, that looks better. Maybe a little

[157:41]

bit to the inside.

[157:43]

Nice. So, can copy this sizing

[157:48]

and put it here 0.9

[157:53]

and adjust the position also. The same

[157:55]

way you can copy the positions, the

[157:57]

location of the caliper. Let's see how

[158:00]

that works. Paste. Yes. A little bit

[158:03]

higher and a little bit inside.

[158:07]

Nice. Nice. That looks good. Let's go to

[158:10]

the rear caliper. It's It is also a

[158:13]

little bit bigger. So, probably we can

[158:15]

try here, but it's smaller in the case.

[158:17]

Yes. 095 would be okay. And maybe a

[158:21]

little bit to the right. So, we can so

[158:25]

it doesn't touch the the wheel itself.

[158:29]

Same. We go here.

[158:32]

So 095

[158:35]

and let's copy the position of this

[158:38]

wheel

[158:41]

and paste. Yes, correct.

[158:47]

Yeah, the front brake looks a little bit

[158:49]

off. So probably I wasn't right with the

[158:52]

sizing. So they should be 095.

[158:56]

But in that case, it just goes a little

[158:58]

bit inside the wheel. So we need and to

[159:01]

readjust the position.

[159:03]

So the purpose is just to make it not go

[159:06]

through the brake disc. I think this is

[159:09]

okayish

[159:12]

95 and the position let's go here

[159:16]

position paste here and 95

[159:21]

that that's fine for me for this current

[159:23]

model. Now let's quickly shade the body

[159:28]

and check the material ids. I think we

[159:32]

also have the

[159:34]

some textures with this model. So let's

[159:37]

import the textures. Let's create this

[159:41]

folder for the textures

[159:44]

and that should be Porsche GT3 textures.

[159:49]

Okay. So it doesn't have the car paint

[159:52]

texture or the car paint color. So, we

[159:54]

will use the one from the automotive

[159:57]

material pack. Car paint.

[160:00]

I don't know what should that be, but

[160:03]

let it be.

[160:05]

Actually, this one probably may look

[160:07]

good.

[160:10]

Okay, let's give it a try. Or maybe

[160:13]

silver paint. I would like to have

[160:16]

something gray or maybe even matte gray.

[160:20]

So, we can get this car paint silver and

[160:23]

make it

[160:26]

dark silver

[160:31]

and assign it here

[160:33]

and change some of the parameters. You

[160:37]

can do a lot of things with this

[160:39]

material pack. There is a lot of

[160:41]

settings which you can play around with.

[160:44]

So, let's make it a little bit darker.

[160:46]

And I probably reduce the paint

[160:50]

roughness. Make it more matte because I

[160:54]

just believe this one should be

[160:58]

a little bit more

[161:02]

matte. Not not like the usual car paint.

[161:05]

So, yeah, more matte color looks good

[161:08]

for me. Maybe we'll change it later, but

[161:11]

doesn't matter. This one is the

[161:12]

mechanics. Let's see. It's It's all

[161:15]

inside basically. It's all covered.

[161:19]

What we can see from this part,

[161:23]

it's most of that is just blackout

[161:26]

volumes.

[161:30]

So, I think something like black

[161:33]

plastic should work or plastic setting.

[161:38]

Let's use the plastic here. Or maybe we

[161:41]

have the texture for that. Just curious.

[161:45]

[Music]

[161:47]

No, we don't. Fortunately, this model

[161:50]

also don't doesn't have any sort of

[161:55]

I would say roughness maps on normal

[161:57]

maps. So again, it's a free model. The

[162:02]

details I think those are just metallic.

[162:04]

So let's use the steel

[162:08]

material. Am I metal steel? The look how

[162:11]

that looks like.

[162:13]

Yeah, I think that is good. Oh, maybe

[162:15]

because there is a logo. So that details

[162:17]

should be in the textures.

[162:21]

Yeah, this one I think this No, that's

[162:23]

the display.

[162:26]

Yeah, there are not a lot of textures

[162:28]

which are provided with this model. So

[162:32]

that's really strange. But that's that

[162:34]

is fine, I guess,

[162:37]

for now. We'll see what we can do later.

[162:41]

The great it's probably carbon.

[162:47]

Carbon fiber

[162:50]

there.

[162:53]

Oh, there are the lights. Headlights.

[162:56]

That's the plastic. That's That's not

[162:58]

the emissive one.

[163:01]

Plastic. Clean

[163:04]

light front. That's that's what is going

[163:07]

to it's not

[163:09]

now it's not what what is going to be

[163:11]

emissive. So this one is Rome I guess

[163:21]

but it says that it is emissive. So

[163:23]

probably this one will be glass. Let's

[163:25]

put chrome for for now.

[163:29]

And this one is emissive rare light

[163:33]

which is quite interesting because it's

[163:36]

hidden partially.

[163:38]

So that is that is going to be breaks.

[163:43]

Just curious. Let's first try how it

[163:47]

looks like and we will see later. So red

[163:49]

lamp here.

[163:52]

because for me it doesn't look proper.

[163:55]

But maybe for the GT3 version they just

[163:58]

didn't bother with all of these details

[164:00]

and just went like this.

[164:03]

Oh yeah, that's the that's the glass

[164:07]

glass clear.

[164:10]

So this one which is chrome will be our

[164:13]

headlights. They will work afterwards.

[164:17]

Looks pretty legit. This one it's also

[164:20]

let's use the satin plastic because it's

[164:23]

basically again the blackout so the

[164:26]

light will not leak through this exhaust

[164:30]

but we can use steel.

[164:39]

It's not kind of super realistic because

[164:43]

it should be a little bit burned but

[164:46]

looks fine. Let's assume this the new

[164:48]

one just straight out of the

[164:52]

from the factory

[164:54]

front. This one should be a grill, but

[164:58]

we will use the plastic holes.

[165:02]

The black one

[165:05]

front grill

[165:08]

looks pretty legit.

[165:10]

Car paintane plastic.

[165:12]

I doubt that. I think that should be

[165:14]

rubber. So that's

[165:17]

rubber smooth.

[165:19]

Here we go. Yes. Looks good.

[165:24]

Wink metal.

[165:26]

I think that should be carbon. Carbon

[165:29]

fiber. I'm just like assuming they're

[165:31]

doing my

[165:34]

own understanding of that. Mirrors. We

[165:38]

have the mirror material also in the

[165:40]

automotive pack. I design it here.

[165:46]

That is the number plate. I'm just

[165:48]

curious if we at least have the number

[165:50]

plate.

[165:55]

Nope, we don't have any of this.

[166:01]

That is really really strange. But let

[166:04]

it be. We will probably use the

[166:06]

transparent material for that or just

[166:10]

create the texture in the Photoshop for

[166:12]

that a little bit later.

[166:18]

Interior

[166:20]

that is aluminum. If I know something

[166:23]

about the interiors of

[166:26]

these kind of cars,

[166:29]

that should be like really metallic

[166:32]

part, bare aluminum. They they remove

[166:35]

everything usually.

[166:37]

The seat

[166:44]

again.

[166:45]

Nothing here

[166:47]

with the texture.

[166:51]

It's the net

[166:53]

display belt, but no seat unfortunately.

[166:58]

Let's leave it like that for now.

[167:01]

Plastic.

[167:02]

Okay, I can trust this naming in this

[167:05]

case.

[167:08]

Plastic clean. Here we go.

[167:18]

Oh, this is the roll bar. The part of

[167:20]

the roll bar should be soft. I'll just

[167:23]

put with the plastic right now.

[167:25]

Dashboard. The dashboard.

[167:28]

That's also should be plastic, but I'll

[167:30]

go with this plastic small grain

[167:38]

because it has a lot of like texture. It

[167:41]

looks realistic and it's cheap. They are

[167:43]

not going to put expensive materials on

[167:45]

this one. Interior leads.

[167:49]

I doubt that we have dashboard. We'll

[167:51]

have it the look for that a little bit

[167:54]

later. interior glass.

[168:00]

Don't think it's worth because it won't

[168:02]

be seen. Electronics,

[168:06]

all of the electronics. That's really

[168:09]

interesting as there should be a lot of

[168:11]

different materials.

[168:14]

And I doubt again that we have the

[168:17]

interior electronics. We have only the

[168:19]

dashboard,

[168:21]

but there's basically no

[168:25]

electronics whatsoever for using of that

[168:27]

one. So part of the textures are not

[168:30]

provided with this model, but it's not a

[168:33]

big big of an issue. still can use

[168:37]

any sort of plastic for that just to

[168:41]

cover that and make it

[168:43]

black but not the default material.

[168:47]

Even though right now it looks pretty

[168:48]

fine.

[168:50]

So if we switch a little bit to pass

[168:52]

tracing

[168:55]

that looks

[168:57]

pretty real I would say.

[169:01]

Okay.

[169:03]

electronics metal.

[169:08]

Let's go with this metal steel.

[169:13]

There are a lot of details. Just a lot

[169:15]

of them.

[169:18]

Okay. And electronics, too. I guess

[169:22]

those pipes also should be plastic.

[169:28]

Plastic clean. Here we go. That's the

[169:32]

display. Okay, that's the dashboard

[169:34]

which we want. So, as I did before,

[169:38]

we'll create the material.

[169:42]

Check if we have alpha channel, but

[169:44]

probably yeah, the display is plain, so

[169:46]

we don't need to worry about that one.

[169:49]

So, let's go to emissive color and add

[169:51]

some roughness and make the roughness

[169:53]

zero. So, it will be a glossy display,

[169:55]

which we can use here.

[169:58]

take this material and put it on the

[170:01]

display. Works fine.

[170:05]

Okay. So, let's continue with this one.

[170:07]

What we have here, decals, they're just

[170:10]

black. Uh I checked it with this model

[170:13]

and it doesn't have the textures, too.

[170:15]

So, this is fine. We will be working

[170:17]

with this one with this type of shading.

[170:22]

Okay, let's continue with this one.

[170:24]

Interior carbone. That's pretty easy.

[170:27]

We have the carbon fiber. Quickly add

[170:30]

here

[170:32]

welding

[170:34]

that should be metal. I think the cage

[170:37]

is the aluminum. So I think we will go

[170:39]

with this one too. So to just match the

[170:43]

color of the welding, we don't have the

[170:45]

texture for the welding. So this is what

[170:48]

we get.

[170:50]

Okay. Let's try the sand blast to here

[170:54]

and for the interior cage.

[170:56]

Okay,

[170:58]

this is just the soft paddings

[171:01]

steering wheel

[171:06]

that is also missing the texture. So I

[171:09]

think this one should be well that

[171:11]

should be split by the way. This should

[171:13]

be other

[171:16]

part that should be grip with this some

[171:19]

sort of

[171:21]

rubber or leather. But

[171:25]

I don't think we have something like

[171:26]

that. So just let's use the plastic

[171:29]

leather.

[171:31]

So it will look something okayish

[171:35]

steering carbone fiber again. So we will

[171:38]

apply carbon here.

[171:41]

Belt.

[171:42]

At least for the belt I think we have

[171:44]

the texture.

[171:46]

So yeah, that's the belt. Let's create

[171:48]

the material.

[171:52]

It also doesn't have the normal map but

[171:54]

we will not be looking inside for this

[171:57]

particular

[172:00]

project. So this is just enough

[172:03]

unfortunately. Yeah, this is the thing

[172:04]

when you're dealing with a free models

[172:08]

which you download from the internet

[172:09]

most of the time they have some sort of

[172:11]

textures but sometimes they don't net.

[172:15]

We also have the net. Yeah, here we have

[172:20]

here we have it. Can we can apply it

[172:22]

here.

[172:24]

Okay,

[172:26]

looks fine, I guess, for this one.

[172:31]

This one is the display.

[172:36]

So, this is the one. Yes. So, let's

[172:39]

create material from this display.

[172:42]

also

[172:44]

doesn't have anything, but I want it to

[172:46]

be glossy and probably with some

[172:49]

emissive light because those are

[172:52]

some sort of LEDs.

[172:56]

But let's do that just for now

[173:02]

for roughness

[173:04]

and make it glossy. Let's see how it

[173:06]

works with the emissive color.

[173:08]

Not quite good, but let's keep it this

[173:12]

way. Assuming it is off

[173:15]

and apply this material here.

[173:20]

You can actually go to Photoshop and put

[173:23]

the number you like on here by making

[173:27]

the mask for the emissiveness just by

[173:30]

painting some of these squares white and

[173:33]

then apply that as the emissive mask.

[173:37]

plastic again.

[173:45]

Little bit plastic clean and some other

[173:48]

parts. The last one is I guess it's

[173:51]

rubber.

[173:55]

Here we go.

[173:59]

This one also should have probably the

[174:02]

logo, but maybe they remove the logo.

[174:04]

Here we have it

[174:07]

black and dark. So, let's probably keep

[174:09]

it that way and go for metal painted.

[174:17]

It was somewhere in the very beginning.

[174:19]

Yeah, here we go.

[174:24]

Yeah, looks interesting.

[174:27]

At least for now.

[174:30]

Okay.

[174:38]

Now, let's get with the wheels.

[174:42]

GT3 front wheel.

[174:45]

I just hope that the brake caliper is

[174:47]

separate. Yes, it is. But strangely

[174:50]

enough, this one is connected with the

[174:53]

mount. So, we have to disconnect this

[174:56]

one. So, let's go to the modeling tools,

[174:59]

grab the wheel,

[175:02]

and basically

[175:07]

go into modeling tools, attributes, and

[175:10]

edit materials. Disable the visibility

[175:13]

of this one

[175:15]

and see how we can connect it by

[175:18]

material connected.

[175:21]

I just hope that it is not connected

[175:25]

somewhere else with this part.

[175:28]

Fortunately, it's really really

[175:30]

uncomfortable

[175:32]

to pick it like this.

[175:37]

But we've got to do what we've got to

[175:39]

do. So, we don't want to switch to

[175:41]

Blender back again redoing the pivots.

[175:45]

You can do that from the very beginning

[175:47]

in Blender. Still you never know that

[175:49]

what you are expecting here expected to

[175:53]

have.

[176:12]

I think that would be just easier if I

[176:13]

pick the material all

[176:16]

click on that one and then just deselect

[176:22]

the brake rotor.

[176:25]

This one is the mount and this is the

[176:27]

brake ro and deselect this one.

[176:32]

And we will assign the new material

[176:34]

here. We'll create the new material

[176:37]

slot.

[176:39]

Select number three. Let's put the bold

[176:42]

grid material here and assign active

[176:45]

material for this one.

[176:48]

Okay, I'm not going to repeat this

[176:49]

procedure for the front wheel because we

[176:53]

saw that the wheels are actually the

[176:55]

same. So, I'll just assign it here.

[176:59]

Let's see how the

[177:01]

rotor

[177:03]

right now works. So, this is the carbon

[177:05]

kamic.

[177:07]

Okay, this is good. We will be adjusting

[177:10]

that because there is a thing how to fix

[177:13]

when the UV maps uh on the model are

[177:16]

really bad and they don't apply

[177:18]

properly. We will going to fix that a

[177:20]

little bit later. Let's first

[177:23]

apply our again gunmetal

[177:26]

color for the rim and for that for this

[177:30]

one that should be something like

[177:34]

maybe maybe this one will work too

[177:36]

actually. Yeah, looks looks nice.

[177:40]

And for the tire, we have the tire

[177:42]

texture which we will create the

[177:45]

material of. Again, doesn't have

[177:47]

unfortunately any sort of

[177:52]

normal map, but we will add some

[177:55]

roughness to it by basically again

[177:57]

stealing from the automotive material

[177:59]

pack.

[178:00]

uh from the rough rubber

[178:04]

will be still in the roughness map for

[178:08]

this

[178:10]

tire

[178:12]

roughness map

[178:15]

and connect it to roughness. So yeah, at

[178:17]

least it gives us some texture and some

[178:19]

feeling of the rubber which we need.

[178:23]

Okay, now we will apply

[178:27]

this material.

[178:30]

to our tire.

[178:33]

Okay,

[178:34]

actually it looks pretty legit.

[178:38]

And we will now apply this wheel also to

[178:40]

the front because as I said, they are

[178:44]

the same size

[178:47]

as the front one and the rear one

[178:50]

probably. Let's move a little bit inside

[178:51]

the front wheel. Yeah.

[178:56]

And we are actually got lucky

[179:00]

because we have the same material slot

[179:04]

for the brake. So if we now going to use

[179:11]

our

[179:12]

function for brake heat, it will be

[179:16]

working also with this new car. So if I

[179:20]

place it into the scene and try right

[179:24]

now to use the

[179:26]

brake temperature,

[179:29]

it will also be working here for both of

[179:33]

our wheels. Okay, right now let's fix

[179:35]

this thing with the wheel. As I said, we

[179:39]

having like the worst case scenario with

[179:41]

this with this model.

[179:44]

Okay, get the wheel and let's turn it to

[179:46]

the light side so we can see what is

[179:48]

happening. So the thing is we have this

[179:51]

problem with the wheel here but the

[179:57]

thing is that

[180:00]

actually

[180:02]

we can't change it as as you see here it

[180:05]

is working fine. All the cracks and all

[180:08]

of the wear lines are in the proper

[180:10]

position. But if we change this values

[180:13]

for this wheel it will be also changing

[180:15]

here. So we can create another material

[180:18]

instance. So if I open this model again,

[180:22]

go to material instance and I can name

[180:26]

it for example GT3R

[180:29]

for this new model and apply it here. So

[180:33]

we have different material instance

[180:34]

which we can now work on and tile it as

[180:37]

we want. So I'm opening this new

[180:40]

material instance which we created. So

[180:42]

basically material instance is what

[180:44]

allows you to do the changes of the same

[180:47]

master material but for each mesh

[180:49]

separately. And here we can try to

[180:52]

disable use object UVs because object

[180:55]

UVs are really really like bad here. As

[180:58]

you can see it immediately

[181:01]

works properly because in that case it

[181:04]

uses the global UVs and right now it is

[181:07]

fine. the wear lines are on the spot.

[181:10]

But what we also can see here that there

[181:14]

is a difference in the cracks because

[181:17]

they are

[181:19]

a little bit scaled not properly. So we

[181:24]

can change the scale but by increasing

[181:26]

this value it will give us smaller size

[181:30]

of the

[181:32]

uh cracks. Also, we can try to use the

[181:36]

tiling to see if it changes also. Now,

[181:41]

the the cracks doesn't have the tiling.

[181:43]

So, unfortunately, yeah, we can have it

[181:46]

like this. And if you look from here,

[181:48]

it's looking fine. So, we can actually

[181:52]

disable the cracks uh for this

[181:55]

particular

[181:58]

for this particular break. So we will

[182:02]

have some difference. So if that looks

[182:04]

not proper, we can always disable that.

[182:07]

And with the material instance because

[182:09]

we also have the heat uh it will be

[182:13]

working all going to work as we intended

[182:16]

because we also have this parameter in

[182:18]

the material.

[182:21]

So

[182:23]

the next thing is to change few settings

[182:26]

in our

[182:28]

blueprint because we have the different

[182:30]

material numbers right now for the

[182:32]

brakes for example and for

[182:36]

the headlights.

[182:39]

So I just don't want to waste a lot of

[182:41]

your time. Let's go and quickly redo

[182:44]

this. This one emissive light number

[182:49]

five. So that's going to be daylights

[182:54]

DRL

[182:55]

daylights.

[182:58]

It's number five.

[183:00]

So number five, number five. This one we

[183:03]

don't need right now because the rare

[183:05]

one is just completely off and not

[183:09]

correct with the

[183:12]

materials and the geometry itself. Next

[183:16]

thing what we're going to do is we're

[183:18]

going to use the brake lights. The brake

[183:20]

light index in our model is number six.

[183:28]

Okay, good. Number six. So, we just

[183:31]

change this material for the brake

[183:32]

number six.

[183:34]

And for the brake uh for the blinkers, I

[183:38]

think we are not going to use blinkers

[183:40]

for this particular model because well,

[183:44]

that will just take a lot of time. But

[183:45]

you know the principle how we did we can

[183:47]

do that the same as we did on our

[183:49]

previous model. So not a big deal for

[183:52]

that just time consuming.

[183:56]

And let's put the glass on body.

[184:00]

We need to select the component first.

[184:02]

As I said component first and then just

[184:05]

apply this six models here and it will

[184:09]

fit perfectly.

[184:12]

Okay.

[184:14]

This is the whole glass exterior. So

[184:16]

this one should be

[184:20]

glass glass clear.

[184:22]

Put it here. The thing is that this

[184:25]

model have like two layers of glass

[184:29]

environment. Okay.

[184:34]

This one is the covers. They are

[184:36]

plastic.

[184:45]

Let's make it plastic setting.

[184:51]

Oh, there's this one. This one.

[184:58]

This ones we already had. Okay.

[185:02]

So, that's the rare one. Should be just

[185:07]

I think just glass again.

[185:10]

clear.

[185:14]

And for this one also glass clear

[185:17]

because it's the headlights.

[185:21]

So that looks pretty nice. Almost almost

[185:24]

the two

[185:27]

layers of glass and we'll see how it

[185:29]

will work because I believe that might

[185:32]

be a problem. But actually that case we

[185:35]

don't need this one. We already have one

[185:38]

layer of glass. We don't need multiple

[185:40]

layers for this purpose.

[185:47]

So, let's remove this one and this one

[185:51]

as we already have this.

[185:55]

Okay.

[185:56]

Compile and save. And if we drop right

[186:00]

now our rig

[186:02]

into the scene

[186:06]

and check the functions which we have

[186:08]

such as daylights

[186:12]

this model really strangely split break.

[186:20]

That actually looks fine to be honest

[186:23]

but still I think not correct. We can

[186:26]

split this one differently, but it's

[186:29]

just again, you can do it yourself or

[186:31]

you can do that in Blender. I'm not

[186:33]

going to waste your time anymore for

[186:34]

this one. I'll probably just fix the

[186:38]

daylights because this is not how it

[186:41]

should be working because we don't have

[186:42]

the emissive map. We should have had

[186:45]

emissive map for this particular part.

[186:49]

So we can just split that one and assign

[186:52]

the home to the path which should not be

[186:58]

glowing. So because this one is really

[187:01]

really looking strange.

[187:05]

Okay.

[187:07]

So let's do this quickly.

[187:11]

P the body.

[187:15]

Oops.

[187:29]

Okay, let's attributes edit materials.

[187:33]

Let's see what we can do. Material

[187:36]

connected.

[187:38]

So, this one should not be the emissive

[187:40]

one. This should not be the emissive

[187:42]

one. I think that one can actually be,

[187:47]

but those are not. Definitely are not.

[187:55]

Those are reflectors.

[188:35]

Okay, that looks a little bit better.

[188:39]

Let's see what we have.

[188:42]

Material number nine will be fine.

[188:45]

Nine

[188:47]

sin active material except

[188:54]

And let's try again to see how that

[188:57]

works.

[188:59]

Daylights.

[189:03]

Yes. Now the reflector works as it

[189:06]

intended.

[189:09]

Still, it's not the very good result

[189:12]

because

[189:14]

I think only the lamps, the small lamps

[189:18]

should be actually emitting light and

[189:21]

they will be reflecting all of that

[189:27]

inside of this chrome reflectors.

[189:32]

So anyway, for this we also would need

[189:36]

some texture probably here. So we can

[189:38]

create one in Photoshop just by create

[189:42]

new.

[189:45]

Let it be 2000 by 2000.

[189:53]

Just add some text.

[189:56]

It be black color

[190:01]

like 27 for like double J double jump

[190:07]

and make it huge

[190:10]

huge.

[190:14]

I hope the UV maps on the on this car is

[190:16]

fine.

[190:23]

And we don't need any background. And

[190:25]

save it as PNG.

[190:57]

Okay. And we will create the material

[190:59]

right now out of it

[191:03]

number material. Make it

[191:06]

masked and connect alpha channel into

[191:09]

opacity mask.

[191:11]

Save it and let's see how will that

[191:15]

work.

[191:22]

Yep, the UV maps are just

[191:28]

not there.

[191:30]

They're not proper and they're not

[191:32]

correct. Can fix that.

[191:37]

Texture coordinate. Let's see. like this

[191:47]

and let's see how will that work. Yes.

[191:51]

So it is four times or like two times

[191:54]

smaller or bigger. So basically this

[191:57]

texture coordinate coordinate node can

[192:02]

define the tiling of your texture. So in

[192:06]

that case we tiled the texture two times

[192:08]

by U and V basically by X and Y uh axis

[192:13]

and made it

[192:15]

four times in one square

[192:19]

and that actually worked. So the UV

[192:21]

there was not correct or like not plain

[192:25]

but right now it looks just enough.

[192:29]

Yeah, I really like it. I think it's

[192:31]

really good like for that quick result.

[192:34]

So here we have two cars prepared.

[192:38]

One is a little bit

[192:41]

worse, but otherwise it looks

[192:45]

really, really good.

[192:49]

And that's it for module two.

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