Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 6 - 1 Recap_frames.zip
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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 6 - 1 Recap_frames_transcription.json
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{
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"text": " Hey everyone, welcome back. So in this video I just wanted to start by recapping where we're up to so far in the class before we get on with the content side for this week. So so far we've managed to low poly and unwrap our beetle here for our final mesh. You can see the mesh here inside a substance painter. In the classes we went through mostly the leg but here I have the finished beetle with the head and the body as well. So we've actually baked all of those textures inside of Marmoset here and then transferred those over into inside of Paint it here. So here you can see the ID map. With the ID map as well I'm trying to match the material colors. So you can see here red is where we have one material, blue is another, green and yellow and so on. So I want to try and keep that consistent across the different texture sets so we can apply the same materials. And then we've got Ambient Occlusion, our Curvature, Positional day to thickness so that should be the the majority of the textures that we need. I'm not gonna be using a normal map and I won't be using height, bent normals or opacity for this so yeah so that's the setup and that's where we should be so far as far as the substance painter scene is concerned.",
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{
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"text": " Hey everyone, welcome back. So in this video I just wanted to start by recapping where we're up to so far in the class before we get on with the content side for this week. So so far we've managed to low poly and unwrap our beetle here for our final mesh. You can see the mesh here inside a substance painter. In the classes we went through mostly the leg but here I have the finished beetle with the head and the body as well. So we've actually baked all of those textures inside of Marmoset here and then transferred those over into inside of Paint it here. So here you can see the ID map. With the ID map as well I'm trying to match the material colors. So you can see here red is where we have one material, blue is another, green and yellow and so on. So I want to try and keep that consistent across the different texture sets so we can apply the same materials. And then we've got Ambient Occlusion, our Curvature, Positional day to thickness so that should be the the majority of the textures that we need. I'm not gonna be using a normal map and I won't be using height, bent normals or opacity for this so yeah so that's the setup and that's where we should be so far as far as the substance painter scene is concerned."
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}
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]
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}
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