ARMOR-PAINT 8 (Open-Source 3D Texturing Tool ) Walkthrough!

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this video is sponsored by sketchfab sketchfab is the world's largest platform to publish share and discover 3d content on web mobile AR and vr with sketch fire became publish share discover by an even sell your 3d VR and AR content sketchfab provides you an online 3d viewer based on the WebGL and web VR technologies and this simply allows users and visitors to view content on mobile desktop browser and virtual reality headset and if you're wondering where next to publish and check out 3d content go sketchfab hey what's up guys and welcome back to ask NK so today we're taking a look at a more painter a free more like a free 3d software that you can use for texturing your scene objects and props so by default this software is a totally free so in case you want to get it you can come over I'm gonna pull link to make and go over to the github and compile this and is a huge huge sort of news coming and so it's very very interesting to see that you now have Windows Linux Mac OS and now it's available for Android how you can get started with this is extremely simple first of all come get this tool for free download it also covered a couple of news about this tool on the channel and if you want to purchase this you want to purchase the compound version you can also purchase the compound version right here and it's very interesting to see that we have a brand new version that is available just 15 hours ago this was made and it is just about seven megabytes of data that you might need for you to be able to start texturing right now so with that said let's dive right into the mo painter and talk about this beautiful tool and everything you guys need to know about so with I'm a painter upon one of the first things you notice is the viewport so the viewport is extremely clean and nice and you might also notice that the way you move around this viewport is very very industry standard like Oh into the fact that you can hold on alt and the middle Mouse you know to pan things around alt and the left mouse to orbit around things up and the right mouse button to zoom in and zoom out if you want to change how your environment light actually appears on your model hold down shift to the middle Mouse and you'll be able to do that and there are also certain things that you might to do within the viewport which were also going to get to very soon moving on you can see all of the set of tools that you might want to walk with you have your pins you brush your fuel decal their text your clone your blood tool is right here your particles tool is here your baking - the color ID and also your picker so all of the things you want right here you might also notice that you have a couple of panels here that is also very very similar with Photoshop and also substance painter so right here is where your layers and it's just very interesting to see that you have that and you can choose to create multiple layers can also go over to your history and right now you can check out the histories that you have here has to do with the plugins and if you go over to the plug-in manager this is where you actually manage everything all right so you can manage things that has to do with the kind of files you can import in which we have here as TI FF which has to do with the TIFF file if you want to be able to import those type of textures here has to do with the STL gltf which has to do with module types that you can bring in here you can choose to remap your keys if you're not comfortable with the shortcut keys that he has here the keystrokes that you have you can choose to remap them here has to do your viewports so if you want to get you know screen based ambient occlusion you can check that if you want to have bloom you can check that if you want to have you know screen space reflection you can also check that you can also you know punch in a couple of vignettes to beautify your singing you know try to give it that cool finesse thingy then you can also play with the sampling size if you want and for the pan because we're using an XP Payne 22 a pro I'm also going to go ahead and check the brush opacity for the use age I'm also going to keep this usage as it is and I might want to turn on live brush depending on what we're working on and for the undo because right here you also notice that you have a couple of undo history which is very very cool so for that I'm also going to set the undo to about let's say 30 so I'm just going to set it to 30 so that we can easily go back to what we forgot and come back depending on what to do for the interface we're just gonna leave the interface as the duct team if you want to get these as you know lights you can proceed with that but I have no idea why you want to do that so I'm just gonna set this back to what it is and simply dump out we didn't hear Israel get to see all the properties that has to do with all the tools you're selecting so right now if I select the decal you can see that going here if I select the field you can see that here the erase you can see that here and also the paint you can see the properties of that right here so how do you proceed with painting that brings us to material so for you to be able to proceed with the painting you need a layer and you need the material you need to paint here so how does this work this is where it becomes even way interesting than what it was previously so what you can do is let's actually talk about this here is your material here's the brushes here the particles fine so within this section if you double click you'll be able to have access to the material and the material works based off a note kind of hierarchy alright so if I switch this all the way up and start texturing our stop painting as its said you notice were painting directly onto our model base of the material value that we have set here I can proceed to setting these two color like this and we can start painting and you can also see what we have what about if you want to paint in 2d so for painting in 2d you need to double click here and you'll be able to see the true this section of what you want to paint so for this if I switch this to UV you can now see the entire UV of the model that were working on so I can have this right here and I could be like maybe I want to paint somewhere like here then maybe somewhere like here and somewhere like here probably somewhere like here as well and maybe somewhere like here and here so you can choose to do all of those or make all those decisions directly on your 2d and at the same time you can proceed with doing those things here in 3d pretty cool huh yeah so with this going on it doesn't end here the phone actually just got started because you can make multiple materials and with the multiple material like right now let's say I'm going over here to get a color like this probably something like that I can drag this right in here and fill the whole thing here if I also want to change the field let's say I want to change this to something like that right I can also change it by simply you know moving this around and you can start noticing that going on but is because our material has been applied here and not the texture so I'm going to right click and simply delete this and take this one and actually go through right click and move this all the way up so we can move it up and if I would like for some reason to still create a brand new material and bring this all the way to read and choose to fill a layer so I want to fill this layer I don't want to apply the material because previously we applied this material and that's where you can see it in the hierarchy if I want to use the feel to apply the red material on this layer what we can do is grab onto the red material make sure we have grab onto the red make sure that we have the red material selected make sure we have this selected and I'm just gonna go ahead and click how you know that is we now have everything here painted with that so if I come true and select this which has to do with the eraser and start cleaning out the parts you would notice were cleaning out this part and we're revealing what is underneath so I'm going to simply select this right now and you know change this to a color like this and if I proceed with the cleaning you would notice we're having this so you can also notice that we have a couple of bloom going on here the reason why we can see that bloom is because we made that active while we were in our plugin manager right when we went over here and clicked here we actually went over to the view pot and made bloom active and that's what we can see that so with the you know erase you can proceed with erasing stuff so I can choose to erase this I can actually proceed with right-clicking this right now and leaving it or just simply turn this totally off so if I turn this off you can now notice that we're revealing what we have on the needs which is this so if you don't have anything underneath you is going to reveal a duck or black background for you which might not really be you know so exciting for you to work with it's still totally dependent on what you wanted to do so with this here we should also proceed we talking about some other interesting things which would make me come back and just simply grab onto this and fill this up one more time so we're going to talk about the decals so with the decals you can select this and actually let's add a new one and apply some to select a different color right now let's make something much more brighter and apply the decals here so I can have that there and I can apply another decal apply another decal apply another decal and I can actually switch these rights from here and you know change the decal so I'm grabbing on to this I can also change the decal how much I want so right now you may not see that happening because we haven't proceed with importing a dqo so if you want to import what you would use to drive your decals you may want to import them as to the images by simply clicking on import and I'm going to select these objects and drag this directly in and you also notice the cool you know a cool thing that the decals they have been placed based of the position of the camera so to proceed with this what we can do is a lot of blood in these images we will drag in the image over to this point so by simply dragging in this right here and you remember we created a brand new layer for that I would go ahead and drive this over to this point where I have code color and then I would also correct I would also choose and let's position this right here I would also choose to drive these other ones I'm also going to zoom in this a bit out something like that let's switch to Mouse and drive these over to opacity so now once I have that I can now proceed with painting the decals directly in here so you remember we actually had this other one working before so I can do that and we can you know go ahead and get some very interesting looking positions you see things like that yeah you can do that let's also import one other one for novelty six I'm just going to go ahead and import asking okay then just simply drag that and drop here and rewire this now the reason why we're requiring this is because I would like to also explain something to you guys right now you see because we're dragging in a skanky as a logo or decal it is a bit squashed so if you want to stretch this you can proceed by simply using the skill option that we have right here and I can choose to scale this so let's scale this a little bit more and you can see it just simply gets bigger and we have something like that so when he was set to one Katzie was crunched but now we scaled it all the way to two you would notice that we have this here so I can now proceed with clicking that and having asked in K being placed there but if for some reason you're bringing in a file and let's say we want to paint this as white instead of black what we can do now is we can still choose to bring in a couple of extra nodes that we can use so I can drag this all the way out drag this itself and type the word invert and at this point we can throw in an inverted object here and use the color to drive this so once I do that you can now notice we have a white version of the a skanky and then you see we have black version and also another white one so you can go ahead and stop processing these things and getting good with them and with decals talked about you can also choose to use your text to get some very interesting things going for you too so we D text we can come here and simply type the word cube so C ube and with cube there we can also let's create a brand new layer for that yeah so we can also place the word cube right there so the reason why you might also notice that we're having some some very not looking nice stuff is because we are still using this same stuff so if I would like to get the very best out of the text what I would do is to rewire this back here and that's why you know this is a bit more procedural than regular I can rewire this right here and take out the opacity because the opacity was driving what we had here so I'm going to take this out and now you can see we have the cube here I'm also going to go ahead and punch this about - as it is and you can now see that we have this cube if you want to increase your brush size or you want to increase your text size you can use the open or the closed bracket the same way you increase your brush or reduce your brush while working in Photoshop and also substance is also a very good way that you can use to do that so I can now place this here and drive these things as much as I want it's also you know what advising that whenever you're making a couple of things like this you know you might want to create multiple materials that you can use to get things going with a clone tool you can use it to clone certain parts of your model you can also proceed to using the blow tool to blow certain paths so in case you want to blow certain sections you can also proceed with that so you can also use the practical tool itself to apply particles around your object so let's say we want to apply a couple of particles around here so I'm just going to go ahead and just you know do this you would now start noticing that we have some particles happening here so the more I you know I stroke this the more particles I get the less I stroke it the less particles I tend to get so you can use this to control the particles and for the opacity you can also use these to increase and reduce how much capacity you want in the opacity and you know the blending option also exists here because if we click down here so let's say for example I would like to get this I can come true click down here and I can choose to reduce and increase the opacity and this is the texture resolution of the file were working with and you also notice the right here who have this set to 8 bits and we can punch this to 16 or 32 bits so with all of this things talked about I think this is the best time for us to bring in a model so we already have a model that we downloaded from sketchfab and this beautiful model that we have here is something we're going to use in our paints so one thing to also note is with mo paint you can now import obj files FBX and also blend files alright so with our model here and ready to go you'd also notice that we already went ahead to turn on our voxel ambient occlusion so I can come through and go over to the viewport and just simply turn this off so that we can have something like that and you can see this model in its glory so what if you have textures that you've worked on in previous places and you want to bring them in how do you proceed with that so how you can proceed with this is very very simple you can just simply hit the import button and import all of the textures that you've watched it before so right here I can bring in this texture I can bring in these textures individually or I can simply go ahead and load all of these textures directly here by simply clicking dragging and dropping them here so if you do that you can load the textures and if you simply double-click on any of the textures it's going to open up a brand new window now talking about windows that you can open is also what knowing that if you press tab on your keyboard you can load up these other window that has to do with material and if you press the tab one more time you can get rid of that if you also double click on the texture or on the material on the layer you can also close that window but if you want to get a two-sided window something you don't have in substance if you click over to the viewport and go over here you can now speak the view when you'll be able to see your object in two different views all right you can now say I would like to see this object right here doing something like this so you might want to see this object right here you can do that you can also choose to you know see this object you know being positioned in a different view maybe this being positioned in a different view like this so once you texture painting you can see different angles at the same time this is something I really wish that you can get in substance which you cannot get at this point so with this going on next in which we're going to do is just simply go ahead load up this material that we have and load all of these things in so I'm just gonna go ahead and drag all of them one after the other so I'm dragging all these things right here okay so I think I dragged a couple of them way over one which has to do it the albedo so with this we're going to connect the albedo over to where the albedo is so right here we're gonna do that yes sir next we're going to do is take the opacity and drive it over here okay we're also going to do the same thing that for here which has to do with the roughness so I'm just going to go ahead and drive the roughness with this and I would do the same thing right here with the metallic we're also gonna go ahead and drive the metallic and we're going to drive the emissive objects with this so let's get this ready and drive it over to the emission so how do you apply this is simply click drag and drop and with that done you can now see our model is good to go and ready so from here let's go ahead and play with our light so I can now you know move the lights a little bit you can start seeing that we have this emission happening so we can have this here and we can also proceed to playing with these objects based of various things so at this point if you want to continue with texture in this you may want to more like a mix shader' or you want to mix certain things together so for example if I drag these out and maybe I want to brighten this I can use the bright and you know the bright and contrast and drop this here and I can choose to drag this over to the color and I can increase the brightness of this model I can also bring this down and increase the contrast on this model so these are very you know helpful things that you might want to get going and right now I can also take a look at what this looks like in a different view and with this if you come over to this part where you have meshes you would see the amount of meshes that makes up a scene so simply click in here you can see all of that and if I click over to the tools these are tools that we can use to calculate certain parts of the model so with this you can right click here and we can choose to add like a black mask so for that what I want to do is just simple so I'm just going to let this be let's float this a little bit so let's go ahead and float this and I can now use a mask come over here and get to the black mask and for the black mask nothing is visible that simply gives us an option to paint white within this section so if I switch this back to what is select this part and paint you now notice that we can not paint anything now the reason why we cannot paint is because we haven't you know selected just this what we selected earlier was this what if you proceed to selecting just that you can use this to paint so right now if I go in here and start making my paintings I can paint this mask section out now if you want to see what your UV map looks like you can also click over here and you'll be able to see what the UV map looks like and you can now use your mouse wheel to zoom right in and let's actually start making some very conscious decisions let's drop something there and see what it applies and yeah so it applies somewhere like here so we can also proceed to using that to you know painting this and you can choose to use you know your UVs to drive this so like right now I'm using the UVs to drive this or you can use some sort of projection to drive this or using a try planer so you can use that and you can something like that of course you can see what we're having here so I can go in and make some extra paintings and you can actually see that happen in there and if you're thinking about baking like your texture coordinates your position your ambient occlusion you know or maybe your coffee table because you want to use it to drive certain things in your model or on your model then you can consider using this as a very good tool that you can you know use to drive all of these interesting looking stuff and by the way you can also notice that we have our screen space you know reflection going on as we proceed with the bacon and these are very lovely things so in case you're thinking about you know creating things like this these are ways that you can do this thing there's also a browser which you can use to access files directly from here you also have a script and then a console but let's talk about displacements so for displacement if you want to create some sort of displacement you may want to go over and work with the height so for the height I'm just going to apply and get a texture so I'm just typing text texture and I would get a check a texture so I think that works so I've also load up that check at extra directly in here and I can choose to load the material which is also something I think we should do at this point and I'm going to turn this off so you can start seeing that we have this here so with this going on I can play with the skill and right now the reason why we're not seeing this is because our object assistance is set to project instead of UV plane or UV map and it's also set to face instead of objects so if I set it to object right now and I select this drop it directly there click and drag and drop here actually that was always supposed to do so let's simply take this out and say delete yeah so once we do that you will now start noticing that we have displacement going on here so if I hold down shift and middle Mouse you can start seeing that of course you would see this happening here if we switch this so let's simply I get a new object here so I'm just going to open up a new and get a sphere which I think it's a much more better example to show let's also get rid of these and drive this with something else so for this possibly we're going to drive this with a noise so we always like driving with noise noises always fun to drive with so I'm also gonna get this here let's apply this noise over to this part and then we can now choose to drive directly here with this you would now start noticing that we have this happening now if you switch down to this part you will see that we have displacement and the more I increase the displacement going forward you are also noticing that this object is being displaced by that so if I push this all the way to 2 and also play with the skill that we have for the noise you will now see that we are also having our entire object being this place at a very given time so you can use this to your own advantage if you want to set this to cells if you want to set this to intensity this is just totally fine and at certain points you might also want to play with you know how crazy these things can get now you can simply make use of any of this you know notes that you have from here and you can use them to drive things so if I simply go through and get possibly a math function right here and choose to drive the math function that we have here by the same math function or maybe by a given value so I'm just going to let this be and now connect this over to the height you would still notice that we're having this we now have a brand new displacement going on and I can use the value from here to drive how much of the displacement I want is also what noting that this 2 is currently on the development as it does come with a couple of bugs but for the time being it is also a tool that is worthy of you going through and trying them out so that's definitely going to be about it I would like to know what you guys think about this in the comment section and of course if you liked this video or you learned something from this you can go ahead and give it a like and don't forget to share with a friend and if you're new here is gonna be amazing for you to eat the subscribe button and also turn on notifications so that you don't miss the next video or the next updates and until I see you guys again with the tutorial updates free Friday tutorial Tuesday tips and tricks feels like this peace
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Channel: askNK
Views: 65,310
Rating: undefined out of 5
Keywords: maya, keyshot, Reviews, Texturing, 3d Tutorials, Houdini, Cinema4d, Lumion, Twinmotion, Redshift, Arnold, Sketchup, BLENDER, affinity 1.7, substance painter 2019.1, asnk, ARMORY PAINTER, ARMOR PAINTER, SUBSTANCE PAINTER 2020, UDIMS IN SUBSTANCE, SUBSTANCE PAINTER ALTERNATIVE, 2020 TEXTURING SOFTWARE, UNREAL ENGINE, EPIC GAMES, EPIC GAMES GRANTS, EPIC GAMES MEGA GRANT, REALTIME RENDERING, PBR TEXTURE PAINTING, 3D TEXTURING, BLENDER 2.83, BLENDER 2.84, open source, open source software
Id: V7jWi8w0v2Q
Channel Id: undefined
Length: 24min 26sec (1466 seconds)
Published: Fri Mar 20 2020
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