Agama Materials -- Substance Painter but... Free!

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hello ladies and gentlemen it's mike here at game from scratch and as you may know one of my favorite things on this channel is to expose you guys to new tools especially when those tools are free and this one this one was recommended to me a lot i finally checked it out and i get why so many people recommend it it's a cool program what we're looking at today is something called agama or egama or i don't know um materials agama materials i'll go with that from now on it is a 3d painting software plus a texture procedural generation of texture software i think substance painter substance designer light but it is also free and this is a really capable program in terms of features their feature set is pretty short on this list but you basically create materials and paint in one app you've got control z or undo support uh it's simple procedural workflow a procedural it uses you know metal maps albedo so on uh normal maps etc you can export out your results easily so you can use this in the results in whatever game engine or 3d modeling software you want out there and the workflow is non-destructive we will see all of this in action in just a few also on the nice side there is a solid set of documentation out there including some video tutorials it is updated a lot as well and again completely free software so if you want to go ahead and grab it you can actually download it from their website uh which by the way is available at egamamaterials.com of course i'll have that link down below i always have a link to their discord server so if you've got some comments or questions or whatever they do have a discord out there and they also have a downloads page up on each io now the bad news for some of you uh you do need to have a gpu with vulkan support and it runs on windows 10. so i don't know if this will run under wine or similar let me know if you've gotten this running on there an emulation layer in the comments down below uh but it is updated quite frequently so the last update was six days ago before that 32 days 45 days 74 days and so on so this is definitely evolving rapidly the newest update included like uh brand new renderer a bunch of other nice new features so that new renderer is in place new nodes were added to the procedural setup and so on so without further ado let us jump in and actually take a look at agimo materials now i do have to give one small bit of feedback this is interesting you know how when you're doing a setup it says uh add a desktop shortcut well if you don't pick that you get no shortcuts at all it doesn't make a start menu entry which is kind of interesting so here you can see we are in the painting portion of egma and what you see here is a model i pulled down this is from sketchfab i set up all the various different materials in it so you can see here we've got um chroming plastics and so on it's a multi texture set or udem uh model so you see here we've got a number of different names so chrome lights reflections you can of course have a single texture set up as well i'll show you that in just a second it's a little bit an easier workflow but you can see here this guy is composed of multiple different materials the materials are all super straightforward so go here materials for example um the cherry red coloring is being controlled by this so we've got the normal channel here the metallic and roughness maps are both encoded here just drag and drop them in here and then here you can see we have um a vector 3 which is an rgb value and what i've done is i've set it to red with 0.6 alpha so rgb so that's a vector 4 actually so right technically and you basically create your materials using a network of nodes here and as you can see from our thing you've also got your texture painting built in here as well now if you've used um either quiksil mixer or substance painter you're gonna recognize some of this functionality right now so here we go we'll go into the cherry red coat so here is the cherry red coat um painting and i'll go ahead and i'll select it down here so coat right here we've got it selected and then you can see here is the texture map of it in action what i can do is i can go ahead and create a new layer here we do a paint layer and then we can basically just start drawing directly on our surface like so and you can paint like that it's that simple or i can paint directly on the texture over here and generally you're probably not actually going to work with that workflow which by the way you just saw um control z undo support in there so instead what you might want to do let's get rid of that layer there and we're going to do a fill layer instead so you see here it just filled it uh with that particular color or what we could do is use one of their materials which we could also create a material i'll show you that in just a second but here is a pure gold material so we're going to make the tackiest porsche you ever saw we'll just drag that in there and we'll move it up in the stack so that it's over top so there you see we have a very golden porsche and that is hideous but you see how fast you can go ahead and paint this now you may not actually want the entire thing to work that way so you've got one of two options you come in here you can right click it and we can mask it out so i'm gonna do a black mask and now we're back to normal and now i can paint on the mask where i want it to show what did i do wrong here one sec actually i did nothing wrong so you see down here you've got all the controls over how your brush set you can have an image to define the alpha of your brush right here you can change the size of it right here but what i need to do is set the masking properties right now it is set to zero i could click here and i could say okay make that one or i could click this guy and pick a color oh no you can't so here zero to one so now we're masking in anywhere i go ahead and paint here it will now become white so you see here i can make just the hood golden like so there you go so you can have it mask through layers as you wish so if we wanted to we could have say another layer in here so let's go ahead and grab uh copper so drop in copper we will move it up there and once again you can go ahead and we'll do a masking on that so we'll mask in the black have it there and now we can make the sunroof copper by the way you can also paint directly over here so you can see how you can layer and mix and match your different uh materials on here and you can really make an ugly porsche very very very fast so you see here you've got multiple texture support you've got multiple material and layers on that you'll also notice here we've got a number of options here so i can actually add in a straight out solid color a texture map i could do a purlin noise generator on there in terms of my map so you see here the map just got all um scattery looking there so you have a ton of options for this you got control over how your brush strokes work you have an opacity control here as well and yeah that's it's pretty awesome in that regard here i'll show you another example i'll show you starting from scratch so i'm going to go ahead um we'll do a new texture so when you're just starting things off you've got a choice between making a material or doing a painting so do a painting and you can import in a brush in a mesh so we can do an fbx or an obj file so i'll do something a lot simpler than what we've got here so let's go upper directory sort of artorias this again is also from sketchfab where i downloaded it go here sourced and let's bring in this obj file all right so there you can see you can pick the ax axis of orientation right there and there you go so we now have this sword in place now what you are probably want to do is set up the textures on this source we're going to do is we're going to create a new material create a new material right there and we will call this i'll go with word you set the resolution of it material type you got different options there so we can stick to straight out materials in this video it is a procedural material that we are creating here and we're going to go ahead and say done so here you can see your output of your material is straightforward your albedo your normal metallic roughness ambient occlusion displacement and emission map so using a standard pbr based workflow and then what you want to do is bring in some images now what i want to do is import the textures for that guy so go over here the sword let's go to the textures oh yeah it defaults to ping i want to go all textures and let's grab all of them like so so there we brought in all of our material textures so that's the albedo or the color channel this is the metallic channel normal map and roughness so here roughness just drop that into the roughness channel here we've got uh assuming that's ambient occlusion here we got l l the oh right so we drop in the normal map over here and then f oh wait a minute you you are probably ambition yeah that's ambient occlusion oops immune occlusion and then what was the other one then roughness metallic ah okay my bad alright so drop that into the metallic channel there pick the final output node and you can see the results over here by the way you do have control over um how it is displayed so if you'd rather see it in 3d you can do so right there so there's creating a simple straightforward material and now what we do is go back to our model so where is my sword cherry red coat okay it's got a very strange name all right so there we go here is our sword in action we just created our new material we basically just want to do a fill with our material so grab it here we'll grab the sword material and drop it in there you go so we now have a texture map sword that i accidentally just painted over so there you see that is how you create a traditional texture here so now what we could do is go ahead and say all right so we can do the exact same thing we did earlier on we could do a fill for example so we'll just do uh gold we'll do a gold leaf bring that in pull that one up there we don't want to do the whole thing so again we could just go ahead and add a mask onto that guy oops not a stack oops wrong one and add a black mask so we're only going to show the gold where we want it it's set to one over here and now you can start doing gold trimming so we could just and there you can see how easy it is to go ahead and start mixing and matching your materials together now the cool part here is we can go back here to the materials uh some material we'll create a new material and this is the other aspect so this is procedural material and i'll call this my proc material and this is where we get into the substance designer type way of doing things and i gotta admit i straight out kind of suck at this part of things so this part of the demonstration is going to be a little bit weak but if you've done any node-based procedural generation of materials you're going to be immediately at home now as you saw earlier on we could literally just bring images in that we want to work with and then connect them in like so and we can manipulate those images however we wish but what we're going to do now is show you how to use some nodes for example if i right click here you get a number of different options so for example i do a generator and bring in uh a noise or cells or anything along these lines a bunch of different uh options here pixel noise polygon shapes and so on and we'll just go ahead and create a shape so here you can see the start of it you have a number of parameters over here you can start with so let's do pyramids all right so here we got a single pyramid now let's texture that so we're gonna do 10 times and let's say we're doing like the um the scabbard or something we got our basic shape available right here and we could drop that straight into the uh the color channel right there we could also go ahead do another node here and you can search by the way so let's do normal and i'm gonna do height map to normal and then we'll just drop that in here and then we'll drop that into the normal channel right there and then that will create the normal so you got the options over here you can control the intensity so you can see right here i can do say five intensity you get a whole lot more you've also got the option of doing it as a constant so i can do constants one uh like so and i could pin that into here so you could have a formula that went ahead and figured out the intensity right there so go ahead we'll set that to here come on there set that to five and then here is the end result of our thing so there is our normal map that is generated here is our shape and you can see here we've got a number of different options you got conditionals here so you could do something uh based on if less than greater than so on and so forth you've got math operators available here you could do fills you can do gradients we can pull in a mesh detail so i could pull in uh the the normal position from our source mesh and then modify things accordingly we've got control over the channels we could split out a color value so for example i could bring in like this guy and then i could do channels right here and i could split like so i bring this guy here and then we could just bring the r channel out and stupidly use it for the roughness it's not going to be of any particular point of value but what you see is you can build these complex node networks to go ahead and create uh shapes that are sorry materials that you can then go back over to the painting side of things and you can use that material so i could drop that material in like and these are all materials right here i could drop that material in to our our network oh i already did all right there we go now we'll bring it up a couple and there is our material all over the sword and again i could uh apply a mask on that one and have it only show in certain areas and i don't think i actually showed this part uh you can actually paint directly on the 3d model like so or you can paint again on the 2d view like so uh so it's a really nice way of texturing 3d models again you can bring in obj and fbx files you can also again create these complex materials using a number of different nodes or a mixture of existing textures and nodes it entirely uses um a pbr workflow so all of your your normal sources for materials you can bring them in here you can see here you've got a number of different options here you can change the luminescence you can blend a couple of things together if you so wish so you could bring in a source destination and you can alpha channel have the mode that changes or you can set it over here the mode options over here so if you ever use something like photoshop or affindiphoto or whatever you've seen these things so you can multiply the channels together whatever using a blend here there is a ton of functionality here on creating procedural materials and at the same time you have painting material or the painting tools built in here directly as well and it's a nice it's a nice setup now you've got options for painting uh symmetrically over the x y and z axis you've got control over how your brush is actually done you've got a number of different options for how you can go ahead and paint things you've also got different view options so we can switch here and just see the one channel work on just the one channel so i could work on just the normal channel if i so wish or we could see our final assembled material you also have the option of working in 3d 2d 3d only or 2d only and coincidentally you could actually probably work entirely in 3d if you so wish so if you wanted i could go ahead and drop that out go back to our paint here let's paint our mask oops actually show it and we can do our painting entirely here so let's let's make our gold handle done and you got full 3d controls over the viewport and there you go so that is agama materials it's a really viable alternative to something like substance paint or substance designer again a fraction of the functionality but we're talking a free program here that is quite fully functional and by the way when you are absolutely done you come up here file export you pick the directory and then you pick which maps you wanted to export out so if you this will save all of the results out to that directory uh if you so wish if you do not want to have the emission map or the displacement map of the ambient map you just want to do those four uh you could do so toggle them on or off at any time and then you export it out and you will get uh the five in this case the five textures we just did i got a little bit more control over them right here so you can pick the file type that is exported out and done that's it that is agama materials again if you want to check it out uh i got a lot of windows open here uh you can grab it at itch io i will of course have that linked down below uh but their main webpage is agama materials.com uh and if you are interested they do have a discord server so you want to get in there either just thank the author for making such a cool program and making it available for free or if you run into any problems or you have any questions or whatever i'm sure they would love to hear from you uh and i will have that linked in the linked article down below so that is agave materials you guys can stop recommending it i have now covered it and it is another excellent free tool for you to be aware of we live in a blessed world by the way if you're interested i did do a video recently of free alternatives to commercial software for graphics applications if you want to check that out i will link that as well all right that's it talk to you all later goodbye
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Channel: Gamefromscratch
Views: 15,569
Rating: 4.9691715 out of 5
Keywords: Agama, Agama Materials, Allegorithmic, Free, Game Development, GameDev, Materials, PBR, Painting, Review, Software, Substance, Substance Designer, Substance Painter, Texture Painting, Textures, Texturing, Tutorial
Id: 63BypeuZR7s
Channel Id: undefined
Length: 16min 5sec (965 seconds)
Published: Sat Sep 04 2021
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