Beginner's Guide to Making Stylized Textures in Substance Painter Tutorial

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hey guys going live in a minute or two here just getting everything set up [Music] also just a quick audio test guys can someone just type in the chat if they can hear me well or not I can't really test the audio on this side [Music] [Music] okay hey we're live sorry about this being I do sound good cool thanks Carl so this is a bit of an impromptu stream so I don't expect many people to be joining us since is the middle of the day everyone's still at work but I just wanted to get this recorded and I figured I'd make this a little more of an interactive experience as well so welcome I'm gonna be trying to do more of these in the future this is the 3d artist coloring book demo I put a good amount of time into texturing this asset and I really wanted to share the knowledge to show you guys exactly how I did it in the future these streams are gonna become more consistent I think I want to do one every week there's going to be a artist that I'm gonna be featuring so that's something we're gonna be planning in the future but for now I'm just gonna hopefully go through this real quick it shouldn't take more than an hour I'm gonna be showing you this isn't gonna be an exact tutorial where I'm not gonna start from scratch I'm just gonna kind of show you through the steps I went through and my mentality bla bla bla maybe if we have time at the end I'll also show you some maybe some marmoset tricks if people are interested as well because I took this and turned it into something a little more flashy like this this kind of ended up being the final render and all of this post-processing all this cool stuff this was done in marmoset amazing software so maybe I'll show you guys at the end okay so forget it let's just go right into it so this is the alchemist essentials this is a free Creative Commons license it's also available in the 3d artist coloring book which is a product I made to help you sharpen and texture sharpen and refine your texturing skills from scratch so not everyone can create professional level models like this this is a really awesome model and this would take years most likely years of experience to get to that level so I've just created a resource that does everything for you helps you it's it's just ready to go you open the substance painter file and you ready to texture so enough self-promoting so let's go ahead and show you exactly how it how I did this I'm gonna start from the scratch I'm gonna start from the very bottom of this and work our way up work our way up so the first one is gonna be the wood now the wood it was actually one of my favorite things to do because a lot of work went into it now you can ignore the ambient occlusion off of the other assets but I did basically two main things to this so first I created the floor and there was actually quite a bit that went into the floor detailing to give it all of this color variation I've already made a video on this but I'll quickly go over it again so let's hide everything and we'll go through it one step at a time oh now I can see that I've missed a lot of this stuff but that's fine so the first thing we did I'm gonna turn off all of these and you can see just how many layers went into this so first things first I made a base layer which is just a basic Brown nothing too crazy about that and then as usually I attach a level just so I can kind of tweak the color myself so I always like starting off with a nice reddish brown base I personally tend to lean towards reddish colors you can go a little bit into the yellow as well you can see here that I typically lean into the bit of the yellow to add color variation but to start a nice dark red is pretty good now the next is the first level of color variation and I'll show you how I do it as well so you can see it's just a bit of grunge that adds the staining to the wood now stylized art and art texturing in general is all about creating a story so this is an old piece that I'm working on so I really wanted to make sure I add some crunch now how you do that is very very simple to add some color reiation variation which I always recommend now what you can do is you can just simply right click create a black mask and then you can right click again and add a fill then when you've added the fill all you need to do is go to the grunge's and then you can just drag so I'll just remember this this is grunge leaks you can just drag on any any grunge map you want really and it'll add that on there and then whatever color that you choose it's now being filled in by that grunge map so let's go ahead and go back to the old one just like that so I do that for about two to three layers just to add that variation I typically add one which is the darker grunge and then the lighter accents and then the final one is a nice little trick that I'll show you and then again to close this one off I always add a level so I can manually tweak some of these myself now I ended up dropping this down to 58 because if you go all the way to 100 little too dark so let's go back down to 50 ish okay let's talk about the next one which is some a brighter color variation now most wood doesn't go this bright but it's not light so you know what the fun part I can just mess around with this I can do whatever I want so again exact same concept this time I basically went to the color picker to choose this I went and chose the brown and then I think I just left the saturation quite a bit very very very simple so from here I then went into a few things just to make it just a tweak a little bit so as usual right click added a black mask and then I right clicked again and added a fill so right click add fill then I went into the fill and then again just added a simple grayscale map and I played around with them until I found what I liked so I ended up using the dust spread which is a pretty simple one I use it for quite a bit so if you turn it off can't really see a whole lot but that's fine oh because it's awful so there's turned off turn it on you can't really see it but it's there and it's done a good amount of work for me I think I changed the color accidentally yeah I think I change the color let's go back it's supposed to be a bright orange there we go so we go in yeah that's much much better so I just used a dust spray so you can see it's kind of orange and it's got spots and I didn't really like the way that looked so I used another I used a generator blur just to blur it up and down slightly so now you can see maybe right here very faintly now it's got these orange grains which is really cool so it starts adding some grain to the wood pretty simple anyway moving on to the next one is just I ended up liking that idea so I thought okay well let's add some more color color variation in the same vein and use some grains as well so exact same thing black mask with grunge's and then I used larger ones this time and all I did is a directional blur so now you can see that they're kind of blurred up and down that's all I do pretty pretty simple so all of that work is just the base layer so now the base layer is done and also guys if I'm going too fast let me know and I'll slow down as well that's fine so now the next thing is to start adding some edge where no the edge where is really easy this piece has a ton of normal information that I can use and I've baked some curvature maps as well so I can really start pulling out some wear and tear in these edges right here so just like that and I ended up wanting to make it pretty dramatic so this looked good to me I played around with this for quite a while to get where I wanted it to go so to add the edge where all you do is right-click add black mask and then you can add a mask editor and then in the actual mask editor you're really only going to be messing with the curvature opacity and the curvature settings so you can customize this further if you go into the curvature settings and you can start fine-tuning everything I typically keep the fine details excuse me so soft fine and sharp keep them nice and height if you start messing with the bigger details it really pulls those in way too much so I don't really like messing with those especially when it goes to edge details but they're there if you need to use them so that's Edgware and now you can see that this piece is slowly slowly slowly coming together and if you think it's too strong I mean you can always drop it a little bit as well that's not even terrible there but I ended up liking how dramatic it looked to really make the pieces pop so last thing for the wood now I typically follow I typically follow three three steps so that's the base color edge where and ambient occlusion just to get the dust in the cracks so that's typically what I'm going for so here's the last step with ambient occlusion I just create a new fill layer and I make it completely black and I'm turn off everything except color I turned off color with all of these because I'm not really messing with the roughness the only time I ever manipulated roughness was in the very very first pass so you can mess with it in the first pass if you want but to get that hand-painted look I like to keep it nice and flat hey Dave what's up thanks for joining in so ambient occlusion let's see what that looks like now I guess it doesn't really make that big of a difference you can't see it yet but with all these pieces that we're touching it now has slowly filled in the cracks which is awesome and I'll show you when I get the others assets in there actually I'll show you now show all and you can really see once I turn this on and off how it really helps make the asset pop looks way better looks way better so let's hide it and we'll bring the word back so that's pretty much it all the ambient occlusion is is a dirt mask so you just right-click add black mask and then to add your generator you just use dirt and then you just tweak it from there I ended up it always ends up being way too strong right off the bat so I always tweak it pull it back a little bit until I get where I like until I get where I like it and that's pretty much all you need for pretty much all you need for the wood this was a really good piece to model it off of so I actually know how to end up having a ton of fun doing this now the last thing I wanted to show you guys was how to create this presentation effect it's very easy because this is what it looked like before and now you can kind of see the color of your color variation a little better but this is what it looked like before but I really do like having the option to create this sort of effect so when you render it you get this nice cool cutout it's just an extra detail if you want to go the extra mile and I'll show you how to do it really quickly so it's very simple all you do is you add a new layer maybe I can do this let's copy this you know I'll hide this and I'll try and copy it again so I can show you all you do is you add a layer and then you right-click at a black mask and then what did I do here and then through this black mask you right-click and you add a paint layer now I think yeah you turn the up is capacity stays zero let's I think is it fill there this is good that I'm showing you guys how to do this as well so let's try with a fill layer had a black mask set the opacity yeah let's set the opacity to zero there we go and then from here you're gonna right click add paint and then whatever you paint there we go whatever you paint out is going to be cut away so then you can start messing around with brushes I don't remember what I ended up using for the first one but if you use a nice wide brush you can start really cutting away at the edges and create a nice little presentation of it this is obviously too dramatic but a nice little cutaway the reason you're getting this white one the white staining is because I'm not using a perfect brush so you can see the one I'm using has a bit of grey alpha in there maybe if I use the charcoal now it's still got a little bit of fuzzing on the end but that's fine it doesn't really matter so that's how you do it super simple and it just takes your asset to the next level I've got another video on it amen Sebastian I joined the discord pretty good content thanks man much appreciated hope you like the stream so that's it for wood I'm gonna start speeding through a few more of these just cuz I wanted to go into little more detail with the wood but that's pretty much it so let's go into the wax piece here what a show start showing everything this time so a lot of this stuff is gonna be very simple the wax was probably the quickest one so all it is is a fill layer let's turn off everything else all it is is a fill layer with a base color a nice deep red and I tried to mess around with some scattering but I'm not gonna use it in this demonstration Dave do you need a link to the discord let me know I can I can generate one real quick so I kept the rough is nice and low cuz I like the shine on here which is super important with stylized art if you go too high it loses its waxy effect so you want to make it a little low so that it keeps its nice little shine the next thing I wanted to add is some ambient occlusion and this was a great suggestion I actually had this this suggestion was actually from the discord because I knew this wax piece was missing something so I posted it in the discord and people gave me suggest and it just needs a bit of gunk in there so again simple right-click add black mask and added a dirt generator again and you can see it ended up making it look really great the last thing I added was a big stylized filter doesn't make a huge difference but I tend to add it to everything every single layer and you'll see as I go further on I add that so that was a very simple one only three layers there's not much going on in this now let's add time for the scroll okay so this is gonna be a big one and I thought I was gonna save this for last but you know what let's just forget it let's just do let's just do this one cuz this was the main amount of work and I did a lot of cool stuff to get it where I wanted it to go so let's turn off everything turn off the gold medal what did I miss oh I think so the gem is its own separate mesh so first things first is I wanted to get the base layers down and I think the first thing I needed to tackle was the gold I didn't really have a plan going into it like most of my work I just wanted to mess around with it so first things first I started with a nice base color let's isolate it for you guys started with a nice solid gold base color nothing too fancy and I let the roughness go a little bit higher and the metallic goes all the way to one now if you want a hand-painted effect you just turn that up and then pull the metallic all the way down suddenly boom it's hand-painted but that's not what we're here for now same thing as last time as the wood for the color variation I just added it looks like I added a Grunch map with some roughness yeah so that's all I did right-click add grunge map here and I used to try planar projection to manipulate it so to adjust the scale to make it like that so that's how I got the roughness pattern on there I just used a crunch map plugged it into our roughness Channel and that's done super easy and color variation and roughness variation is so important next thing super easy is the edge where just like everything else I used a curvature map and since it's an older asset you really just want to highlight the edges let's see if I can get in closer just want to highlight the edges and with stylized art if you're not really edged highlighting you're kind of missing out on an essential piece so all it is is edge where I right-click add black mask and then just add a curvature generator you can also do it with a mask editor but this one didn't need to be complicated now I kept it down to 32 because that is 100 is way too strong so I kept it nice and low for a subtle effect next thing is just to add some rusting and ambient occlusion I just added an ambient occlusion generator and you can see the difference that automatically makes makes such a big difference just look at the difference between the asset between these two one two it instantly takes it exactly where it needs to be so after messing around with this for a bit I also messed around with a few more few more possibilities like the marble where I just ended up settling with this I was pretty happy with it so the next thing is the handle the wood handle in here now I used a pre-purchased material so I don't really think I'm gonna get into it because it's someone else's stylized material I'll leave a link maybe in the description after this is done but it's 3d axis stylized wood material and I still to this day cannot find a better wood material stylized wood material than this it's fantastic so I used it for a lot of my stuff so that's the one I use for that and it was quick and easy because it's only a little bit and I ended up tweaking it quite a bit to add some more red yes so next is the stylized lighting on here what I would recommend for everyone is to start learning how to use your stylized lighting it's a huge trick especially with stylized art all you have to do is you create a fill layer change it to soft light which is down here and then right click and then add a filter and then it's just your baked stylized lighting filter and it's just gonna help your assets so much especially if you put it right on the top of the stack all it does is it adds some really really awesome color variation just just take a look here it is it off it's boring and it's kind of flat and suddenly on it's got this nice sun-baked color it looks great I love it okay so we are now getting into the glowy parts so let's see what that looks like right yes very easy so all I did is I used a smart material which is like a stylized plastic start minted smart material it's simply a base color nice teal base color and then all you do is you add as a grunge map you just add some scratches that's all I did and it's added some nice little scratches in here that gives it a nice little add actually a tattoo so there you can see it almost like a plasticy marble effect and I use it for everything and there's also a quick little dirt paths which you can't really see at least not on this but again all of it makes a difference so combining that is just your plain asset and suddenly you've got a nice material which actually sticks out and looks great from here okay what's next okay so then overall for everything I decided to do a quick again ambient occlusion pass I didn't have to do this but I really wanted to get some more detail so I then added another dirt generator just right off the bottom and now everything's kind of starting to pop a little more this isn't super optimized so I can't add this somewhere else in the stack but I just thought as I was working on this maybe I needed to add a little more air be in occlusion so I just tapped it in there just add it great so this is the fun part all the paperwork and this is this is kind of where I put a lot of my time into because I ended up creating my own ink generator which is super cool and I'll show you guys how to do that so let's let's go ahead and add let's see oh my goodness where do we even start this has a ton of layers okay so let's start here so I'm mainly focusing on this scroll right here so there's a number of things I want to do number one is I want to get the background of this paper nice and set up that's the hard part after that I wanted to layer in a nice cool glyph rune that can be really anything and then I wanted to create ink to draw on it and that ink also has to be what's the word I'm looking for almost like old and worn so I ended up finding a pretty cool way to do it so step one is just a nice fill layer that's a stained color this is all you really need to do if you wanted to go a little more yellow it doesn't really work so I ended up with like a slightly off-white very simple next is to add some color variation and some staining to it so you can see it's got this big stain here and that's just the use of a grunge map which I used grunge galvanic now you can also I always recommend trying to use the tribal inner product projection so you can move this around and you can move the grunge scale throw the grunge map across your piece so this is what it looked like originally and maybe I thought it was a little too let's put it up to a hundred maybe I thought the effect was a little too strong so I added a light blur so it just blurs the edges a little bit and then a level so I pulled in the color even more and actually kind of like that but let's pull it back anyway let's keep it around there so that is simply how you layer in color variations super cool and super easy and I recommend everyone to it for basically everything you're working on this is color variation this side color variation everything everything's got it so the next thing and I just wanted to add a little bit of a stain while I was messing around so I might skip this one actually no forget it let's get into it so all I did was I went to a I believe that I use a brush a stain brush painted it on painted this little stain effect on just to give us some nice staining on the side I added a blur to blur the edges let's get nice and close added a blur slope to directionally change it and I used a gun a custom noise map here to kind of stain it in a certain direction you can see it starts taking off pieces and makes it look a little more old then used a color clamp to bring in the color for everything and then just because I wanted it to clean up a little bit I sharpened the edges now blur combined with scharping seems a little redundant or sorry sharpen seems a little redundant but you actually do get this nice little pulled in effect on the edges so I use it quite a bit and you can see it kind of makes this little pop out quite a bit so once I created this I thought oh okay that's kind of cool I wonder if I can apply this to a brush and maybe manipulate and create some create like a drawing effect with this so that's exactly what I did now it's the exact same I just copy and pasted this but I added a little paintbrush at the end and now all it does is when you're you know let's grab a brush maybe use the colibri calligraphy now when I'm painting with this brush it ends up creating these really cool like stained stained older effect oops so I just typed in random or just writ wrote random gibberish but yeah it's super cool as you write it breaks up in some places and that's basically using the Grunch map only problem is it uses quite a bit of data so I'm gonna probably make those available for people maybe in the actual 3d artists coloring book itself I'm not sure but that's how I did that so it's all it is it's you add a paint layer I blurred it and then I blurred it over a slope which using this that grunge my up there so I can show you as you change it it was this one that I originally started with crunch map zero zero five so as I change it the actual pattern and the wear of the that's way too strong the actual pattern changes which is super cool so it doesn't look perfect now so let's go back to this one and this one ended up kind of giving the worn out effect that I was looking for let's go back a little bit just so it just kicks in there we go perfect so that's that's exactly how I did that and then I clamped the entire thing because this is what it looked like before so I clamped in the color and to add a bit to make it pop a little bit I sharpened it so if I turn off the blur to sharp but it so I blur it and then sharpen it looks pretty cool so the final thing is I use the exact same technique for the rune that's this one here but all I did was I added and emissive and that's it and then I stamped it in and took a bit of the hide out just so it pops up so I think I changed that too much but you can see I took a bit of the hide out and so now it's actually looks like imprinted into the page and I didn't have to have it too strong because I knew in marmoset I'm gonna be able to pop this out real quick I'm gonna make I'm gonna be able to put some bloom on this and make it look nice and pretty and that's honestly that's it for the paper that took only really about an hour to do but there was a lot of steps in there and I learnt quite a bit doing that which is super cool so you can see it was quite a big difference than all these little layers they add up it's honestly awesome and then on top of that it looks like I added another ambient occlusion again so now everything's very dark which ends up looking really good okay so I'm going to try and speed this up a little more the next thing we're tackling is the liquid now this one was pretty straightforward all the liquid is is a little mesh in there and I simply just made it I just made it blue with a little bit of a missive coming out of it that's all I did if you change the blue to like a green you can sort of got like a green effect around the outside you change it to red get some you got some cool effects by mixing the emissive with the actual base color some cool little tricks there then I up the roughness a little bit you go to high didn't look great you go to low then it doesn't look super stylized so I find a nice little medium right there I also started messing with the opacity to bring it down but I realized again in marmoset I could probably do that a little better so there that was very easy the Lambert I think that's just an extra asset or an extra extra mesh that was sitting there so we'll ignore that so the glass glass is very simple as well two layers but here's what it looks let me show you what it looks like without it so that's what it looked like before not the best scene there either but since it's a no pack opaque material wasn't the biggest deal in the world so the first thing I wanted to do is simply add a fill layer with a light you probably can't see it but this is a slightly off blue which I'd recommend putting in any time you do glass glass unless it's absolutely perfect always always always has a little little little bit of blue in it always so from there that's all I really did I brought the roughness down and you put the metallic all the way to one and that's how you get this reflectivity so one thing to keep in mind is don't let the lighting trick you so I put it through a bunch of different lighting setups just to make sure that it was consistent across all of them because just because it looks good and this one if you change the lighting setup it might not look at the other one so I am constantly switching between lighting setups the next thing I just wanted to add a roughness map to this so all I did was I just simply dragged a I started testing by adding crunch maps in here I would just drag them in crunch wipe grainy he'll remember that so I added different ones until I kind of found the one I liked and how it actually looks pretty good too any of the ones with fingerprints always end up looking pretty good or is that one again that one's awesome there it is I like that and then all I did again was it was a this is what it looks like without some filters applied so I ended up messing with the roughness a little bit to pull in and pull back some values and then since sharpness and too much detail is too stylized I added a blur filter so now it's nice and nice and cloudy so that actually ends up looking better than the one I have it before the gem very very simple the gem is this piece right here this piece right here all it is is I used a stylized like a plasticy material and I think I added an emissive at the end that's all I did so if you want to go higher lower whatever this is what it looks like with no emissive it's a cool like marble plasticky material but I wanted to give a give off a bit of glow so I ended up adding like like a little emissive to it very simple so the eyeball is nothing special I'm gonna isolate the eyeballs turn off the glass and let's turn off the liquid eyeball was really nothing special I just painted this on by hand I first added just a pure white fill layer so I can mess around with the roughness put it all the way to one and then I added just a paint layer because I normally like to work non-destructively but since this is just two circles I think I can survive so painted in made sure to get the nice hard brush the basic hard so there's no fluffy edges got it up to the level I like and just clicked and then that's that creates your circles so if you want to make a little small eyes well just like that very very simple so I chose a red around right around the middle and then just to make it a little more uniform I added a cool little stylized lighting filter didn't make a big difference but I loved that filter so now let's move on to the envelope almost done this is actually one of the first ones I textured so if I went back there would be a few things I would change because I can probably make this a little simpler the reason the envelope has so many textures it's because let me show you it encompasses this whole rope and these little dongles dongles at the end as well so there's actually three materials I need to make out of this so the first one I always recommend keeping everything in folders so envelope rope dongles and then this is just these are effects that I wanted to apply to all three so I popped them on top very easy so let's talk about the envelope real quick nothing too special going on here so it's just a simple fill there and off-white again and then I added some crunch grunge variation to add some staining so you can see what it looked like here I thought the off blew off purple looked pretty good I then added another fill there which is just masking what are we masking just some of the curvatures so the curvature points that's all it did yeah so originally this is what it looked like it's just ignoring the curves and then I inverted it so it's just highlighting putting some dark where around the edge of the envelope and that was it for the envelope magic right super easy now for the rope I ended up doing kind of the same thing with the wood let's open it up but just a much smaller version so it's only these three right here so all it was is a brown nice brown texture then I added some color variation using a grunge map using a gun grunge fingerprint so you can see that's the nice orange variation there and then it looks like same thing maybe in using the yeah and then using the curvature just inside here I just wanted to get the edges to pop a little bit so you can see that's what it looks like like that and then I just inverted it so now it's kind of covering the outside very easy next with the dongles all it is is it basically a copy of this so once I had this metal dialed in I copy and pasted and popped it in there that's all I did very easy don't have to go into that I added an ambient occlusion layer on top so once all of your materials are dialed in that's when I recommend putting an ambient occlusion and all that other stuff so I ended up adding two layers of ambient occlusion layering stuff is always good so this first one was just a light dirt layer just right-click add black mask right-click add generator and then add the dirt generator very simple now this one right on top I then added the ambient occlusion generator simple right that's it's all it takes and then with this I went with black but like normally people can you can go for a little more red you want to add some red in there whatever doesn't matter but it's all it's all kind of the same and then to top it all off I just added a nice baked stylized lighting filter with the lighting filter I highly recommend make sure you tell her you turn off turn off the roughness as well obviously that's pretty much it so this is it here's the last one I just wanted to show you quickly how I made the bottle and then we're all good and then we can probably hop in a marmoset hop in a marmoset and then I'll show you how it's done there so all it is in the bottle is the cork the metal the tag and the metal ring as well so again this was kind of I'd learnt basically how to keep my aesthetics similar so I just really decided to go off of concepts the concepts I created before so again the tag is very very similar if you notice to the scroll the metal is very very similar if you notice to the metal and everything and that's super important when keeping things consistent when it comes to your assets I get this question all the time is in my workflow when I'm creating multiple assets how do I keep everything in line and it's just use the same materials that's all you have to do and and tweak them that's that's really it that's it's it's simple and keeping I mean when you're in a studio you'll have like a style guide and something that you have to follow closely and your art director will you know kind of keep on top of it as well but when you're just making things on your own look how easy it is I just copy and pasted it over and then I'm you know manipulated it a little bit made sure to keep the roughness high it's nothing too crazy so let's talk about the metal rinks first same thing I literally copy and pasted everything over added a black mask and everything's all good so you can see it's the exact same got the color variation that Edgware ambient occlusion and then another layer just because I wanted to add it the cork is very simple and there are some baking issues in there so I didn't want to spend too much time on something that wasn't up to standard anyway so let's go and quickly show you what I did so I just added a base layer made the roughness nice and high again if you go too low look at that it's a plastic cork you don't want that I then added some curvature just to add some color variation and then the ambient occlusion just to get some dirt and grunge around the edges and then topped it all off with what the hell is this a mask editor that's going off of the inverted curvature yeah so it's just creating more edges around the thing or edges around the holes just to make him pop a little more easy super easy the final thing was the tag so I followed a very similar very similar route as I did with the as I did with the scroll so I wanted to add some grunge to this to the tag and it ended up looking like something like this now this is purely procedural I did 0-0 brushing this is actually an alpha stamp so that's not procedural but let's show you quickly what I did again just a simple simple-- off white with high roughness I then used a stain grunge map very very simple that I tweaked so this is way too realistic so if you add some blur and then adjust it with some levels suddenly look at that its stylized super easy a lot of things you can do and then I added this stamp itself and now the stamp again I kind of copy and paste it so this is what it looked like originally you can see very clean doesn't look new whatsoever so what happens to ink over time and this is what I was talking about with the storytelling aspect overtime ink starts to wear away so how do you add that first off I started adding a blur first thing that happens to old ink is that the edges start to pull away just like this you start lubing losing some curvature in the edges so I then added again a blur slope to really start warping it the blur slope all it is is it has a custom noise using this grunge map super simple to pull all the colors in I used a clamp and drop the minimum to around here yeah that's kind of how I ended up liking it now if you guys are wondering what a color ramp does basically it starts matching the colors to almost like to the middle of where you want it to be so between this minimum and this maximum this is how much color variation there's going to be so you pull it back look at that suddenly I've got lights and very lights and very dark so you start pulling this closer everything gets pulled closer to one and when you go this way everything starts getting pulled closely to zero just so you guys understand that's how it works basically if you want to start separating colors or bringing colors closer together and start blending I would recommend using a color ramp or sorry a color clamp and then just to make these edges pop out a little bit I added a sharpen and that just adds that nice you could see just a darker outside ring just to make things stand out a little more and I'm always a fan of using that that actually looks good just like that cool and then to round it all off I just add on another stylized filter which I use for everything and without the stylized filter you wouldn't have all this cool lighting bouncing off you wouldn't have it basically what it does is it simulates light coming from the bottom and light coming from the top so now you've got this cool dark light coming in from the bottom now it's all much closer one color but when you turn it on suddenly I've got this great color variation and the cool thing about it is that you can tweak it a little more to however you want so the ground color set to dark but the sky I can start changing the color of the sky if you want to make it like a pink now it's got some pink tones greens whatever you whatever you want to do I end up green ends up looking really great when you're using gold and contrast very well and so that's it you put it all together it seems like it's a lot of steps but when you break it down it's not that bad all it is is taking it one step at a time trying to tackle everything one piece at a time and then slowly it all will come together making assets like this aren't very difficult at all so that's pretty much it guys this was about 45 minutes and it was a very impromptu experience so I just wanted to say thank you guys for joining I'm gonna be making these more consistent so what before we go I'm also you know what since I have 15 minutes I'll show you guys how to render this in marmoset as well because I've got the marmoset file somewhere so what I'm thinking about doing is I'm thinking about getting artists to come on and maybe pick an asset from the 3d artists coloring book and maybe they can do like a live stream where they talk about how they textured it and all that stuff and then at the end of the stream I'm thinking about people who stuck it all the way to the end I'm gonna give out coupons so everyone gets like their whoever clicks on the link first ten people get the 3d artist coloring book one month for free like on me so I think I want to do something like that I won't do it for this stream because I've already given away a bunch I gave away 10 for free yesterday and they sold instantly so maybe we'll do it next stream when I get another professional texture artist to pop in so let's go ahead let's do it Morissette take a look let me just pull it up here for you guys so basically people asked me what do they have to do to take it from this substance painter it looks great but there's so much more you can do with it right so let me pull up the final result again so I can show you what it looks like if I can find it I'm just going through my pictures so this is the final result here as you can see it's much higher in contrast there's a lot more color and I've got some cool subsurface scattering so I'll show you guys if you guys are interested in how do you guys can get this done in your I guess your rendering software I feel like a lot of people are using blender but a lot of these things that you can do in blender as well so this is gonna be learning experience for anyone let me just open up the marmoset scene so this is what it looks like in marmoset this is a live rendering engine super awesome I love it and there's a few things I do right away so first I get the camera angle down now I know since the eyeball is looking directly at us this is kind of where I want it to go and where I want it to point next is the lighting setup so here's what it looks like without the lighting and then adding four simple lights actually that looks cool like that I think for simple lights really helps makes it pop it's awesome so after I got all the materials in here let me show you what I did I used no depth of field because since it's such a small asset there isn't really a good spot to there isn't really a good spot to land the focal point on the only real good focal point is right here but there's so much going on that I really didn't want to take away from the rest of the asset the next thing all I do is I up the exposure a little bit normally sits a 1.5 I believe maybe a little lower so I moved it up to about 1.7 to brighten it a little bit you can up the contrast just slightly and then here was the saturation originally is around 1 then I pulled it up to about 1.3 right away that's how you got a ton of color variation right there so now you can see it went from this darker less inspired it looks more like the substance painter version here and then pull it up slightly and look at that suddenly everything's beautiful the red really pops the blues look absolutely gorgeous but again it's so tight that it really takes a lot of work to get it right but this is all you know this is all experience then you bump up the sharpen if you want if you want to really make things pop you can pull up the sharpen quite a bit but I ended up keeping it blank and then since I'm using a mist of materials I pulled in the bloom or I bring out the bloom just a bit just so everything starts to glow a little bit and then obviously the vignette now what you can do is if you go to the if you go to the diffusion in the liquid I'm going to show you how to make do some subsurface scattering which I always recommend with like lighting or with like materials and like some like like hands and stuff subsurface scattering is awesome and it looks so good when you're doing stylize stuff so where did it go so you go to diffusion I just change it to subsurface scattering and then suddenly now it's being lit now the lighting is affecting the way the material takes light so you can change this isn't the best example but you can maybe you can't see it maybe pull in closer let's try so you can see this edge is very defined because it's bouncing off of it but once you increase the scatter depth and everything slowly starts to meld into one and you get some cool color variations like this is where the lights hitting it so you can see that the light is getting absorbed into the material itself so it looks great and it almost gives it like this thick material look you can up the translucency and the translucency depth this isn't the best example to show you but this is really how I really what I do when I'm messing with this stuff yeah you can't really see it what if I go to dinner not gonna look great but now that's fine but that's how you get some really cool subsurface scattering I wouldn't use it on anything else maybe the maybe the wax but that's pretty much it ice so we've got it set up on here so you can see here let's let me show you guys this is cool once you up to scatter depth you can see the light starts bouncing around inside of the material and it's too small oh there we go so you can see lights coming from this way and it's getting absorbed in here now one important thing to keep in mind is that with your seen scatter depth and subsurface scattering is all based off of the scale of your scene so you have to make sure that it's scaled well that's why this isn't being affected very well because this guy this is this is the size of a human so this is a massive massive piece so maybe if I change it to centimeters no wait scene is going to be meters and my imported which is the asset is going to be centimeters let's try that okay so it's not scaling perfectly but that's fine but that's just another thing for you guys to keep in mind it's pretty much it what else did I do I think that's pretty much it guys like I can't really think of anything else if you guys have any questions let me know again this was taken from the 3d artist coloring book let me pull it up here for you so I can show you so I'll show you the free version so anyone can download it and I'll leave a link as well this is the free 3d artists coloring book basically it's a way long story but essentially texturing is such a it's so far down the pipeline you have the model concept art all this stuff it takes forever to actually get to the texturing phase so like people who really just want to focus on texturing they have no way to do it right like you have to bastard modeling and then whatever so why not create an why not create a platform that does all of that work for you so you can just simply open it up and get right to texturing right so this is the free version so there's less in here than the paid version but there's still enough to start hop in and take a look so when you go to an asset after you sign up I've got the asset demo here how hard it is and then all you do is you click on the substance painter icon and it just automatically downloads it and it's ready to go it's super easy honestly I the reason I created this is because I really wish that I had this when I was starting out and this is downloading so slow that's just my shitty connection so forget about that but it downloads it and you can open it up in substance painter and that's it it's ready to go you can just start texturing right away like I'm assuming most people can't make this right also I keep I have a live version as well just so you guys can hop in and look at stuff most people can't make this simple it's it's a unfortunate reality but I made this so even a beginner can hop in and and start texturing and practicing on a professional level model that's why I did it so hopefully some of you guys hop in subscribe I've got about 400 assets that I'm putting in there still so it's gonna take a while but we're getting there this is stuff I work on every day so that's pretty much it guys I'm going to now upload this textured version I'm gonna save this actually I'm gonna upload this textured file to the 3d artists coloring book I'm gonna do it right after this stream so if anyone wants to hop in and start texturing and grab it yourself let me know and I'll help you out also if you've got you know what I feel like a lot of you guys stuck through this whole thing so if you are interested in testing the premium version out if you're interested in testing it out shoot me an email and I will get you signed up for the first month for free how about that just cuz I want people to get in there I need feedback on how it works so shoot me an email here I'll type my Gmail into the description stylized station at gmail.com if you guys are interested just shoot me an email there just say hey I was on stream and I just want to try it a month for free and I'll hook you up why not I'm in a good mood this week so that's it I hope you guys learned a lot I showed you about the opacity on the floor subsurface scattering wax I even showed you how to make this cool ink thing which I think I'm gonna make its own it's gonna be a video on its own thanks max I I'm glad it helped that's why I do these you know color variation I went over actually quite a bit the next stream I don't know what I'm gonna be doing it but the next stream is going to be much more along the lines of I'm going to take an asset and you're going to watch me build it from scratch so it's gonna be very different from this one hopefully I'm gonna do it at a slower pace so you guys can kind of follow with me I think that would be super cool that's it guys I'm gonna head off I need to still technically working so I'm gonna get some other work done but I appreciate this was really last minute so I actually really appreciate every single person that came in here and hung out it was cool hopefully when we do some more import people in here I mean I've done streams that I've had like hundreds of people watching which is crazy I'd never thought I know it's not a big number but I never thought I'd have that many people watching these streams so it's it's it's much appreciated guys anyway I'm gonna end the stream again this is gonna be uploaded to the 3d artists coloring a book soon and if you want to check it out yourself in the description of this stream right now there is the links to the original artists who made this asset the concept artist who made originally created these pieces and where to download all these assets on the 3d artists coloring book so I'm gonna end the stream there guys thank you so much for joining shoot me an email if you have any questions yeah sorry Jamie little late but like I said this one was impromptu so we're gonna end it here don't worry I'm gonna be doing more live streams guys don't worry so I will see you guys in the next one I'll maybe try and get one for this weekend no promises no promises but we'll see thanks guys enjoy the rest of your week [Music]
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Channel: Stylized Station
Views: 18,333
Rating: undefined out of 5
Keywords: substance painter, beginner tutorial, substance painter smart material, substance painter 2020, stylized texture, step by step, substance painter blender, substance painter timelapse, substance painter stylized, substance painter character, substance painter speedpaint, substance painter glass, substance painter stylized metal, substance painter stylized smart material, substance painter stylized materials, substance painter stylized textures
Id: tHaENM7SS00
Channel Id: undefined
Length: 55min 58sec (3358 seconds)
Published: Tue Feb 04 2020
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