Adding a Logo to your Textures in Substance Painter

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hey guys hanging him working from flip normals here in this video we will be looking at how we can insert a logo into our little fan here this is from our upcoming series introduction to substance painter and the asset has been made by the very talented seaman Pelican who's a model or at Ubisoft so this acid here has a logo which is right here and we are you can clearly tell as you can clearly tell we're gonna be showing you two ways of doing this one is a more destructive way and one is a less destructive way so this revolves around making a fill layer and masking it out so we are going to be doing that make a filler and call this logo support to name your layers right away because otherwise you work in the world of paint you're totally gonna forget you're totally on a dress you might be like no no I won't forget yeah I'll just do it afterwards and then we make the base color here or something dark this logo is is is pretty dark there isn't really any color in this at all but one thing you want to keep in mind whenever you're texturing is nothing is really black like even if you're doing like charcoal it's still not fully black no so reserved like you keep this range from not fully bright to not fully dark and never keep it fully dark unless you're texturing like vantablack crazy material exactly it's always good when you're texturing to stay away from the extremes just because it's harder to render stuff that looks that's nice yeah so now we have we covered everything in black and we essentially just want to mask out an area here so we right-click on our on our layer we hit add a black mask which is gonna which is gonna make sure that nothing is there because black hides everything and then we're gonna add a paint layer onto this now we can paint whatever we want here so essentially what we're doing now now we're painting a little we're painting a little thing here where we doing it we're just using a premade alpha for it so this is an alpha we made in Photoshop and simply just dragged it in the way you do this you simply drag from the Explorer into painter and you set this to be a texture and then you can use a forever so we are we using this on brush and the way we do this is we go on our paint layer go all the way down and we have a little grayscale one this determines the color we only have black and white because this is a mask and you don't have access to color so now we can drag this from the shelf onto here and I can see that we now have a little marelli logo now something to keep in mind is by default this is gonna set the pen pressure so when you click now you know you don't really control the size of the logo you're like why is it so tiny you click multiple times and looks terrible so you're gonna have to change this up here to no pen pressure no pressure and then you click it you also got to make sure that you don't have any brush softness on it you can do this by holding ctrl right mouse button and drag up and down you can also see these settings down here when you start when you start using these latkes so control right mouse button up and down and we also have all the brush settings up here as well so if you want to to change brush hardness you can change this here you also got to make sure that flow is set 100 and Stroke opacity is set 200 spacing doesn't matter at all because we're just doing a single stroke and then we click and there we go so currently it's just on top of it it doesn't feel integrated at all so what we got to do we got to go to our fill layer and then enable the height and nothing has happened because we haven't done anything and then we can set this to go in and out I want this to go inwards like it's been pressed in and then we can change the roughness of it just enable the Russians Channel and then you can set this up and down so now you can see it's pretty sharp proof pretty sharp reflections I really prefer to build up my fill layers like this because otherwise I have too much information if I don't need a metallic I'm just not going to enable the metallic for it because there's there is just so much stuff going on in my brain and I don't have capacity for less yeah just take a one step at a time because if you start to worry about color height and roughness all at the same time it's it's gonna be a lot trickier to texture world of pain let me tell you yeah and if we remember your text room as well you want to go through and check your different Maps individually check go through the base color go through the height because it's really hard to debug what's happening like sometimes stuff just goes crazy and you have no idea what's going on I had this when I was actually recording the premium tutorial where something was screwing up I couldn't tell what was wrong but something look really wrong but then by just by going through the different channels here I could see that in that case it was the specular roughness channel so you can just debug it right away I see this a lot in painter where people tend to work maybe with all the channels at once and they never inspect individual individual channels I always go in and check each individual channels because ultimately a shader is built up from individual Maps and if you controlled individual maps you control the shader it's also an argument for like just building it up one step at a time instead of trying to speed try to speed things up and do multiple maps at a time because troubleshooting becomes harder and it can also be harder to figure out okay what exactly did I paint to make it look like this exactly one of the mantras I had when I would paint texture painting is slow is fast and it sounds a bit counterintuitive but it means that but doing this slowly doing this one step at a time not rushing it takes it takes a bit more time to get to the final result but it means that you get to it in a methodical fashion there is no mystery variable there is no something has just gone absolutely crazy and you have no idea what's going on you can always just go through it you know you name your layers you know what they're all about so I slowed as fast it's really one of the methods I'm using one texture pin and then we have second way of doing this it's good right now we've done this with a paint layer we can do this with a fill layer as well which is more procedural so if we right-click now and a black mask now we're back to where we started the fill layer still has all the same settings like this to hide the roughness but we've lost our our actual logo so we can do now is we can go under the this stack here and add a fill layer and now we can do the same thing here drag this under the gray scale and what you can see now is that this here is now being dragged on to our UVs so if we hit f1 now we can clearly see what's going on now this has just been moved over this is a fairly fairly new feature off painter where you can actually access to gizmo so now we can move this down if you hold ctrl and shift we can now move this down this is why I'm advocating for still for doing proper UVs even though you're painting in 3d and you can do a bunch of stuff we try planers yeah you can you can you now just have really good control over this so what is this particularly good for when you're placing logos like this exactly because now you we know exactly where stuff is you know at least if you laid out two logo so what you have to do you have to disable the tiling because right now it's set to repeats and it's tiling all across so now we can see exactly artists and because I did the UVs I know exactly where this guy is it's up here don't be embarrassed if that would be yeah this way we also make sure that it's pretty straight on if we if you want that you know so it's a lot easier to just control this instead of having like trying to be precise with the brush this is a nice way of doing it yeah I really prefer to prefer this because you have you have a lot more a lot more control but also because you you can replace the logo yeah and the other one if you want to replace the logo with something else maybe the font change or whatever change to it now suddenly you can't really do that but with this approach you just drag and drop it into the Grail scale slot of the filler and you're good to go this obviously only works if you use them properly and they don't go across multiple shells so keep that in mind so yeah this is just a very quick quick and easy way of adding a logo to our little fan it's pretty nice and easy we we have the the full series coming out pretty soon so stay tuned shot we promise it's very soon yeah whenever whenever that might be we'll get to it pretty quickly but yeah make sure to LIKE comment and subscribe if you want to see more content like this in the future and also turn on your notifications so you get notified every time we put out a video thanks for watching you
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Channel: FlippedNormals
Views: 41,976
Rating: undefined out of 5
Keywords: 3d, sculpting, zbrush, concept, maya, tutorial, autodesk, film, vfx, animation, flippednormals, henning sanden, morten jaeger, creature, character, texturing, substance painter, substance designer, education, foundry, pixologic, nuke, art, fundamentals, art fundamentals, art school, art tutorials, blender, flipped normals, 3d tutorial, learning 3d, learning ZBrush, 3ds max, cubebrush, cube brush, gumroad, marvelous designer, photoshop, mari, blender guru
Id: SrSxTsIuX0M
Channel Id: undefined
Length: 9min 0sec (540 seconds)
Published: Mon Feb 18 2019
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