How I set up poiyomi materials Unity

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hey guys I'll be showing you how I um personally do my um my material setup when it comes to poyoming um materials um uh before we get started though anyone that is actually exporting their textures at a substance painter um toyami and his server actually has a proper um setup or export settings for um his Shader so if you actually click on that and download this and I'm going to show you how to import this into substance painter real quick before we get started um if we go to your browser you download it from and then you can just drag and drop that download in here and then it should pop up in here now if you drag it into the asset area it should allow you to drop it in and then this will pop up um if you want to name it you can go in here and name whatever you want the export name to be if you don't you just leave it alone and it should be named Unity put it on my version 8 version 7 extra Maps and then um so if you want to leave it you can just leave it alone and we go to the import resources too and then you can import to your current session but I usually just do it to your library and that means that it pretty much carries on with every project that you use in the future so you just click on that and then import it then once you do that you can actually export this and then on your output template just make sure it's set to whatever you named it and if you didn't name it this is what the name will be for that and then you just of course set it to whatever bow you want to export it to and then you export it and that is done all right let's go back into unity and um I'm going to be also recommending for any type of material setup um delete the directive light and we're going to be using a different type of Skybox we're going to be using an hdri um and what hdris are which I'm going to go ahead and pull this up so polyhaven is a website that actually has these hdis and they're all free so what hdris are is pretty much Sky boxes that contain proper lighting data and like reflection data so you can actually truly see what your materials are doing when you're making these adjustments because whenever you have that basic Skybox setup is really hard to tell anything you're actually doing so um go ahead and go to um polyhaven or you can just type in HDR Haven you know actually just it should be the first link it'll take you here um or actually I'll just leave a link in the description if I remember so just check down there and I should have a link for it um but once you do that um come into the HRI section and then go to um see it's Studio you want to do the studio setup and you want to try and find one that doesn't have any type of multi-color light setup you kind of just want like a single color like a white light setup honestly like these Studio ones are perfect right here spotlights and stuff so any one of these I would recommend but like I said just anything that is is more of like a singular color light um go for it um and how you download them if you don't know I just click on it and then make sure I have it set to the 4K make sure it's on xcr and you can download that and then once you download it you can drag it into unity and then how to actually apply that into Unity it's very simple you just create yourself a new material Skybox just like so and then we will go to Skybox section or material here we'll go to panoramic and then um because I have a lot of hdris these are hers I bought it for art station but all the ones that are in HDR Haven they're perfect and they're good enough for material setup so you don't have to worry about having a special paid for skyboxes or hdrs there's no point um but anywho just select the one that you got uh do this one and then all you gotta do is just look up in the sky and drag it up there and then I'll apply it um then as I step a material you actually see that um this will actually display all your like shading and stuff a lot more than it normally would and you can actually change the exposure um right now you won't be able to see much changes on the hoodie because it's right now it's just the base color on it there's no normal Maps or anything on it so you don't really see too much of the shading going on until we actually start messing with the material um also take note um that material that you or the H Drive you imported if you click on that actually um set it to 4K and you can set this to high quality and then Crank It Up To the Max um compression quality for the crunch compression um and then once you do that it'll it'll look a lot better now actually give you the proper you know 4K resolution um other than that let me go back to the hoodie and we can get started after that and also when it comes to the textures of your hoodie I recommend going to all of these and actually selling them keep that 2K for a love of God do not set them to 4K first of all 90 of the headsets out there does not support 4K textures and second of all having 4K textures can actually be very unoptimized to the point where it's actually worse performance than you having like a 500 000 polygon model it is very harsh on your um your vram and stuff like that so please love a god don't use 4K textures they're horribly unoptimized um anyways on with rambling about that just set to 2K high quality and then crank up the compression quality um and then that will fix like sometimes in like black and white textures you'll see them somewhere like almost like RGB artifacting um it'll fix that and it'll kind of you know properly make the textures look the way they should um other than that let's actually get started this material so um right now I'm using poyomi tune so point on me version 8.1 John um and you can use a pro Shader if you want it doesn't matter they're both the same honestly recommend donating to him getting Pro because if it wasn't for him you would not have this amazing Shader that has all these cool features so you should definitely go down to his patreon just give him give them some money gives Pro Shader because it's totally worth it um anyhow let's go ahead and get started using tune Shader drag in your normal map and then also um I already set the material in the past so if you actually um dragons the first time it might tell you to actually fix material just press that fix button and you should be good to go it'll probably set up for the um the Shader so let's go ahead and drag that into the normal map into normal map and then we're going to go to shading light data drag in your ambient occlusion right into there and then now we'll be going to uh let's see here shading um for all my clothing I use the multi-layer math shading type and I will set all this to Black just like so um and then as you can see wait do I not have my material on here oh I never had on the whole time no because that was weird must be another material but anyways once you do that once you put the shading on you should see this when you crank up the Border that's pretty much what it's doing is it's pretty much putting the the Shadow on your your model here and actually if I kind of show you now if I go to Skybox and rotate it you can see it actually updates the shading on the model um just the exact reason why I love using h3is it can actually fully display what's going on through your material but um I tend to get my Skybox where I want it when it comes to the rotational lights I kind of want the front of my um object that I'm working on to be completely lit um and then I'll just adjust that shading the modifier until I get what I like in it so I crank up the actual shading until they see where I want the shadow to be don't worry about being so harsh at this moment in time just get it to where you'll or you'll like it so I just try to get it personally to where it starts to get in these crevices and stuff and then I usually call it off about there um once you do that um depending on like if you have a more toony style of um like character assets Martini you can actually keep it a little more harsh because that harsh lighting might look good um but other than that you can do that I tend to just blurt all the way out um oh actually that's the Border blur there we go you can see it tends to actually soften everything up all kind of keeping the actual shading going and then once you're done doing that if you need to fine tune the color you can as you can see like if you're doing a tune style model you kind of want the shading kind of like a darker color what's already here you can easily do that as you can see but I just further realistic Style just stick with the the black I'm just gonna tone up just a little bit I like what I see here the shading looks really nice and smooth so I'm going to keep it just like that and we're going to continue on with the next part um so we're going to go to reflection specular and this is where the rest of your oil made PBR maps are going to take into effect if you also don't have like if it's an asset that you bought and you don't have these poyami style exports don't worry about it you should be able to use your existing Maps I'll kind of guide you what to use for what area so anyways for the poyami setup pretty much as simple as metallic goes into metallic so if you actually hold on if you open this up you'll see all these things you can import um so take that potato is a metallic smoothness goes into smoothness reflected into reflection and then you don't care about specular um and then uh for people that do not have the um the play on my exports metallic you should have metallic map it goes straight into metallic roughness goes into your um your smoothest map and that's really all you should really have when it comes to that you can come once you're done you press confirm merge and um once you do that what that is actually going to do is as you can see it makes a new material in here and that pretty much combines all those Maps they put in into one material so it actually saves a lot of space on your model which is really cool um looks like one material is actually like 2.80 megabytes so that times three you know it Stacks up pretty quick um so it's a really good way to uh it's actually a you know safe space Oh I forgot to turn on my bed but um I actually removed that real quick um when you turn it on it's gonna look like this but just don't worry about it just because you have to actually come in here and you know properly import those textures and they'll probably do what it's supposed to do in here um and then I'm gonna actually switch to a different asset real quick to show you exactly how the metallics and stuff work because my hoodie does not have much shiny metallic stuff on it so I'll show a perfect example with my glasses um so let's go ahead and go into the reflection and specular area all right so um I'll kind of explain what each slider does from what I've found out by messing with it for a while so our functions strength that's pretty much going to be making what's supposed to be reflective and shiny reflective and shiny so um adjust it to right where you actually start to see what needs to be metallicy or whatever just shiny in general pop up once you see that pop up try not to adjust it any higher because I've found out when you're in game you have this cranked up above Bolivian um it tends to make objects that are not even supposed to be shiny look really really weird in dark environments it almost looks like a weird like reflection version of like a rim light it looks horrible so just Crank It Up just to where you start to see your stuff actually look the way it's supposed to and then um after that you can take the specular strength and kind of boost that your parents take whatever it grabbed and it will boost it so that's how you kind of make things a little more intense rather than cranking it up in here um so do that the metallic is going to make your your metal stuff look a little more shiny so you can see it kind of darkens up my glass and makes my metal stuff look a lot more italicy and then smoothness what that does is I crank it all the way up all the way up there we go you can see it's kind of a one-on-one reflection of whatever light is around me so if something's like actually like really like shiny like polished metal you know you want to crank it all the way up so it's like a one-on-one reflection but if it's sometimes kind of like dull you kind of crank it down to kind of blur that out as you can see it looks really good on the metal and stuff with my map I should keep it for the most part decently dull but while the glasses actually have that more reflective look um but yeah that's how you pretty much adjust this when it comes to your um your metallics and all that so now um last and final thing I always do when it comes to clothing and I only do it on clothing because um on skin and stuff it tends to not act right tends act very weird um yes I use the environmental brimlet so I turn that on you can see what it's doing here it's kind of grabbing like edges of things and kind of giving it a highlight to it and um this is pretty good for like worlds that have like um like it could be anything you're close to that's kind of emissive it'll kind of shine that on your model and kind of give it like an edge it almost looks like kind of like a rim like glow but it's actually meant for the environment um which is really cool I tend to turn it on leave it alone the settings for me personally it's good enough as is so I tend just to leave it alone um but other than that when it comes to the basic setup materials it's really about it um if I go into the Sky Box I can rotate it you can see looks pretty good pretty smooth and depending on your style you might have to do some adjustments if you're doing like you know tune shading or or whatever um but yeah this is how I set up my materials um if you actually like the hoodie you see here um before this video is up I should have it on my store so I'll put a link down below if you want to check out my store and check out some of the assets I make um but other than that um if you have any other like uh tutorials suggestions that you want or like tutorials you want to see I also have my Discord down below you can actually go in there and I have an actual channel for tutorial suggestions so you go down there you can type in you know anything you want if you want to see some stuff in substance painter blender um even even Unity or whatever just anything you've seen me do in the past and you kind of wonder how I've done it just go down there and just type it in if I if I have enough like recommendations or whatever recommendations but uh people actually want to see that they react to it or if I personally think it's a really good idea I'll highly recommend on making a video on it but other than that um this is really about it and I hope you guys have a good one
Info
Channel: Crabman823 Store
Views: 2,487
Rating: undefined out of 5
Keywords:
Id: 1omI87tH4BQ
Channel Id: undefined
Length: 17min 17sec (1037 seconds)
Published: Thu Jan 12 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.