How To Make Fancy Scooter Textures in Substance Painter - Part 1

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I love arvid, he is truly a great person and does so much to help people become better artists.

👍︎︎ 4 👤︎︎ u/l1zardr0ckets 📅︎︎ Jun 04 2021 🗫︎ replies

This is so funny cuz I just recently made a vespa in maya aswell!

👍︎︎ 2 👤︎︎ u/0Luckay0 📅︎︎ Jun 05 2021 🗫︎ replies

Thank you Arvid! I'll for sure be waiting on the other parts

👍︎︎ 2 👤︎︎ u/Visualdor 📅︎︎ Jun 05 2021 🗫︎ replies

Do u have a yt channel.

👍︎︎ 1 👤︎︎ u/zeedaly 📅︎︎ Jun 05 2021 🗫︎ replies
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[Music] today i am back with another substance painter tutorial because the last one the venus plans was super successful and you guys liked it a lot so i thought why not just create another one i have an amazing asset it's a motorcycle like an old vespa i'll be really breaking it up using anchor points using different layers stacking techniques and i'll be just showing you my workflow how i bake it properly and then going into substance doing all the fancy stuff and then we export everything to arnold and then for the final touch we're actually going into nuke to composite it so this series is a little bit more technical and i had to split up the videos in three different sections just because of the duration of each segment this amazing and detailed model was provided by stuart bunkel he's a quite active member on my discord server so i reached out to him and i asked him if i could use his asset and he was happy to agree on that so be sure to check out his social media accounts be super talented i am also uploading all the scene files to my patreon so that includes the model the maya scene file the substance scene files the baked images the final rendered images so everything is accessible through my source files tier on patreon you will also get access to all my previous source files i ever uploaded it's probably more than 90 different scene files by now so uh be sure to support me and check that out also i hit a little easter egg in this video so if you find it comment the time code below and the first one doing that will get him in the comment section below and before we get started i first of all want to thank you guys for your continued support on my channel we did reach 50 000 subscribers i'm super stoked by that it's a huge number for me and i really appreciate all the support on all my social accounts so thank you so much for your continued support i do appreciate it a lot thank you so much all right i first want to show you the scene setup which also includes the baking process and before we can import or start our substance project i'm first heading to maya to show you how i'm setting up the scene so i first imported my regular model which is this one it has its own texture sets which is great for substance and for my workflow i also created a twi subdivided high resolution mesh of this one so i've both exported as fbx files and now we can go back to painter and start the project by hitting ctrl n and pick the high resolution asset from my export fbx make sure um to set your document resolution i'm just sticking with 1024 and the rest is default and i'm just importing that okay next up we'll be doing the baking so i'm going to bake mesh maps and i'll try to explain all the steps so my output size will be 4k and i will in the comment settings i'll make sure i will do some um aliasing super sampling to four i would not recommend eight essentially this is uh multiplying your um calculated resolution for your maps so essentially it's four times four so it's 16k will be the calculated map size and it will be back scaled down back to 4k i also go down to id i make sure that my color source especially for this asset it might be different for your case i'm going to mesh id i'm setting this to random and i make sure i set it apply to all i go to occlusion i crank up the rays i reduce my occlusion distance to 0.1 i think if it's too too strong you will get all these unwanted areas which will be occluded so i am going really low also make sure to apply it to everything curvature also crank up the rays i leave the rest at default apply to all position is the default and thickness i'll reduce the occlusion distance to um to 0.7 or something like i just increase it a bit so i have more thickness in the calculation and also i crank up the secondary rays applied to all this just make sure everything is applied to all your texture sets uh quickly checking again um you can click the low poly as high poly mesh but both are high poly anyways and then super sampling four and the rest is just default it takes some time definitely with these settings so grab a coffee get some lunch or go to bed and hit baking this will take some time all right baking is done so what i want to do next i want to swap out the geos quick so i go to edit in the top here project configuration go to select my geo make sure that it's the same that's why i exported it twice one for low one for high and i'm just swapping out the vespa so now i have my low uh resolution asset in here with my high baked texture maps make sure the texture set names are the same otherwise you'll get issues but once that is done you will have now a nice and fast model to work with but you can use the high resolution baked maps so let's just quickly cycle through them so we do have our random ids and what i also want to do i want to because i do have glass objects here i want some good udem export cell later on so i will go into each texture set and make sure i'm i'm creating this opacity material here or this channel i mean so i'm just clicking opacity the default parameters are just fine so opacity full of these and then i'm heading to my main texture set which is um the body here i'm hitting alt q for quick toggling visibilities what i also want to do i want to delete all the layers for all the texture sets so i'm also going through that quick so now working on my main texture set which is body two i want to create a new fill layer and i want to rename this to base because this will be instantiated across all kind of texture sets so i'm setting my material to be a 0.1 0.18 grayscale tone i want to make sure my roughness is around 0.6 which is a nice neutral rough gray value metallic 0 normal untouched opacity to 1. this is my starting point so what i want to do now is ctrl shift and d to export or instantiate this across all texture sets which will give me now a nice starting point all right so we will be getting started with the tire first we will start simple and easy and then it will get quite technical pretty fast because we will be using anchor points and all that so i'm all control right clicking to select my texture set hitting all q to isolate this area and i will be creating my first base material which will be a regular fill and i'll make sure i pick some dark value tires are typically super dark so around 0.0005 or 0.01 or something like that it's a very dark tone something like that and then you also want to apply some roughness to it because you want to get that rubber feeling to it so i'm just increasing the roughness for now to something like this and you can see we do have a studio environment so this is very neutrally lit which is important in the surfacing looked at stages all right so what i want to do next is to create this nice breaker which you can see in the reference here on the left so i'm right clicking my rubber layer and creating a new fill effect here um we don't want to affect color we only want to work on the roughness so what i'm doing here i'm using the black and white spots 3 as my roughness material here you can see by just applying that we already get some nice break up we do want to change the noise parameters we want to increase the scale like that and we also want to change my projection type to tri planar and also increase the scale as well to get these really small um kind of flakes this already works uh looks quite nice we do want to adjust it a little so i'm creating a levels effect on top of the fill i'm changing the affected channel to be roughness and now i should be able to control it to get really the effect i'm going for they are supposed to be quite dry looking but i like to see some kind of glints as well so it's a nice mix of both right it's very dry but you get these nice pinks here i think this works really quite well i just want to reduce my oval roughness a little bit so it's not super dry but i think this is already looking quite nice we can also change let's change the texture set to 4k to see our final size which looks like this so we can probably go a little bit lower on the on the texture size so maybe go to 55 in the scale which makes this a little bit smaller you can also play around with contrast in here to get these really nice clinty pieces um which i think adds a really nice touch to the bass rubber so switch them back to 2k what i want to do next now is i want to create this lighter material on the inside right so to do that i'm hitting f1 to show my uv space as well it's a lot easier to paint because i know i need to kind of create a mask for for these areas here so what i want to do here i'm i'm creating a new material on top which is just affecting the color right so i'm creating a new fill layer here called this maybe inseam i'm not sure for better for the lag of a better name and i just want to control the color so i'm just selecting the color picker here click and hold and pick a nice material here on my reference something darker something like that could work quite nice i do want to make it maybe a little bit darker than i just picked something like that i guess and now comes the time where we need to kind of create a mask for this so on the inseam i'm right clicking and creating a black mask which disables this and then i want to create a paint effect on the mask section so essentially now i could um paint a white mask and you should see um the inseam things what i always like to do it's a little fast but faster to work i'm just drawing where i need to want to paint so it's just easier to work in uv space and see exactly where you need to uh paint your maps on and then what i want to do i want to create my polygon tool which is hotkey number four make sure it's set to polygons and then what i just want to do i want to click and drag to create my um in seam like that we can also check i go back to this mode here you can see this is nicely selected up until all the end seams and we don't care about the inside but it's just a quick and fast way to do it so let me just get that going and [Music] okay now we have this applied so what i also want to do i want to adjust the roughness a little bit so i'm going back to my material click on the roughness here and i do want to change the value a little bit so i want to make it rough like that but then in my material i want to change my type to roughness and i just want to blend it back a little bit so it's just a little bit less of this flakiness and next up what i want to do is i want to create this this text on here right you can see there is this nice if i zoom out zoom in a little bit you can see there is this text all around this here and it will be a similar approach as we just did we are just instead of using the polygon tool we will be projecting some kind of text on it so i quickly went to photoshop and searched for some fonts and just created a few uh stencils you can see i just used the default text for the text tool this lorem ipsum default text and i just saved that out as a image and i'm using that as my projection stencil so back in painter i'm just going to import resource i'm selecting my resource which is um in my exported folder section in photoshop and i want to tag this as an alpha and then i want to import this as my project so it's not always there just for this project and then you can see my font style is here at the bottom so for this to work i want to create another fill and in this time i just want to work on the height so what i want to do i just want to crank up the height you won't see anything because we need to mask it off because right now we are applying the same height to everything so there will be no difference so i'm just calling this font stamp and then i'm creating a black mask for this and if i now create a new paint layer as a paint effect for the mask i can now use my projection tool which is hotkey3 and i can drag my stamp into my image like that and now if i paint you will see that we get the stencil right it's it's kind of extruding everything hitting s you can control your stencil and what i want to do i want to project a uv space and i also want to go into my uv view as well and once i have it nicely aligned i just need to essentially paint or project the mask and you can see the text appearing so i'm just trying to kind of replicate the reference so i'm just adding a few more effects here and let's say let's put the numbers on this section here it goes all the way on the other side which it does not really matter you don't need to get really crazy with matching it it's just the overall idea which you want to convey so i'm just also projecting the text i think this looks quite nice even though it won't be that readable i think it just works to just have this text there so as you can see i'll be just doing this for all the tires now [Music] alright so the cool thing now is that we painted all the masks and the beauty is now we can still go to our font stem and we can just change the height so we still have all the control to really make this work and what i want to do now i want to break up the edge a little bit because it feels a little bit too perfect and too clean for this old tire so in my mask i wanted to all click um the stamp here to see the mask alone and there are a few filters i want to apply so i'm right clicking add filter effect and i want to go to blur slope which will break up the edge just make sure your intensity is a little bit lower and you also want to um change your the size here in the source tile you can really make it small like that and then change the intensity divided to 1000 to really have a fine control of the edge you can see now the mask is really getting uh broken up you can play with contrast to make this really chunky and if you view it you can see now that the edge is not perfect anymore it's a little bit broken up it might be a bit too excessive so you can also just um reduce the amount a little bit more so it's still a little bit clean and i think also the height is still a bit strong so i'm just going to the height and reducing that even further maybe 0.03 to get a really subtle height effect like that all right so now let's work on the first technical aspect which is anchor pointing so what i want to do now i want to right click my last mask which is this one here and i want to right click the blur slope i want to create an anchor point i want to rename this to maybe font anchor points this will be essentially my hero anchor points and what it is doing is essentially creating a reference so i can recall this mask anywhere in my layers stack so the first thing what i want to do i want to create some kind of a dust pass around it so i'll be creating a new fill layer and this will be called dust so this test pass will effectively be affecting the whole tire but for now i will just have it affect the text here so let's just go to a kind of a brownish desaturated dark color here and obviously we want to have no height no metal no no no opacity increase the roughness uh maybe something like that we can go a little bit more into the yellows i guess just to dial it in a little bit something like that and this is again now affecting everything so i'm right clicking creating a black mask so it's kind of disabled and if i now go into my dust if i right click here and create a fill in here fill effect and this fill effect instead of giving it some kind of color i want to reference this anchor point you can see now the dust is only being affected on the text itself so if i visualize it you can see this is now my mac my mask and if i change it in my font stamp this will be automatically be adjusted so what do i want to do i want to kind of extend this mask so i'm right-clicking and i'm creating a new effect on top of this and i want to blur it so i'm creating this uniform glow essentially around it which is which will give me a nice impression of where i want to see dust so i only want dust on the grooves like a cavity map essentially so i want to duplicate let's let's just say anchor reference as this fill effect i want to duplicate it ctrl d and move it to the top and then i want to change the type to subtract and you can see now i'm getting this outline and if i visualize the mask you will now see that this has now this kind of shadow around it and this is driven by anchor points so if i would go now to my stamp layer and i would create a paint layer in here and i would just paint something you can see now whenever i paint i get this nice dust around it automatically and that is the beauty of anchor points this is a very basic application though it can get really advanced and very crazy as well so also what i want to do i want to have the text to be a little bit lighter on these edges here and this essentially is the same kind of idea so i'm just duplicating um this dust layer ctrl d and i want to move it below my um dust and i just want to rename it edge bright or something like that and in this case i just want to affect color and i just want to essentially make it additive so if i change the mode to go back to base color and change the mode to add it should get a little bit brighter if i disable the mask you can see now everything got a little bit brighter and this is the main effect i want to achieve it's just it just should be on the edges though so if i go back into the masking slot right now this is only affecting the inside here so now we want to have it affect the edge essentially so now i just removed all the other effects and i'm inverting um this effect so now the font is essentially black so then we essentially just do the same we create a filter and this filter again will be a blur and then we kind of do the same thing we just ctrl d this create this on top and this time we reinvert this and we multiply that so now we have like the inside essentially so this kind of gives us this edge effect and we can change the intensity to see um to adjust it only to be on on this on the grooves here and on top of that we can also add a fill as an effect and use a mask to break it off or break it up so i'm just using any mask here just dropping it in and this mask will be now set to because this is now dark we want to keep it dark so i'm multiplying this so now this should be more crunched up we can also change the contrast and you can see now we don't have everywhere this brightness so before it's everywhere with the mask it's just slightly broken up and it's a bit hard to see so let's just boost um the intensity a little bit and you can now see we're getting these a little bit of brighter edges on it as if they got like chipped off or something so i already like the look of this and we get now the dirt so what we want to do next is add some more dust onto the tire itself so right now we only added the dust on the font on the text here so i'm hitting going back into my dust layer enabling the mask and what i want to do now is create a new generator which allows me to create a mask so i'm using the mask editor because this is reading in my um my mesh maps and essentially what i want to use is i want to use curvature so i'm just enabling this full on but i'm changing the mode to be cavities which gives me the inside so this is what is also what you can see the reference this is it's essentially dust collected in those grooves of the tire profile and you can see we already get that out of the bat just by using the curvature mode obviously you can change the size of it so i'm just playing around with these sliders in the curvature section to not have them affect everywhere the same something like that works quite well and on top of that i'm also trying to break the shape up so i'm going into the texture slot at the bottom here and i'm just dropping in some kind of softer kind of map so i'm just dropping it into the textured slot here making sure i enable texture opacity and also change the texture mode not to overlay but to multiply which should make it a little bit darker like that we can also change the mode to tri planar and we can also increase um the contrast of the map itself to create a darker regions like that so now it's it's not everywhere right you can see there's dust in the top here but no no it's not there so if i visualize this you'll now see that we get this kind of dust collecting here i think the mask is a little bit too dark so let's see if we can brighten it up a little so we can go to global balance and try to just push it up obviously the higher you push it the more apparent this dust layer will become and if i go back here you will now see okay we have quite a quite a big chunk of dust now uh but we are missing it on the text the all the hard work we did is now gone so instead of just applying the mask editor on the top here i want to make sure the mode is set to linear dodge add which then adds on top of the previous mask so they are now combined together if i look look at this now you can now see that we have the tire and we have the dust on the vintage logo here as well all right so now let's get started on this handlebar here so i'll be first working on this metal piece here and then we're working on the headlight so this is the reference again i'm using pure f check out my previous tutorial on pure rf if you want to see what kind of purework mode this is so again to get the nice headlight we first need to create this interior metal and to do that i'll be just reusing this mirror metal on the inside as well so let's just get started with like a clean chrome of some kind of break up on it so control and alt right clicking the object selects the texture set and all q isolates that so as you can see now we are in this mode so what i want to do now here is create some kind of uh clean metal we don't want height we don't want uh opacity so in the color i'm just going for like a 60 70 percent white and we don't want any roughness we want metallic on reduce the roughness even further something like that so now you can already see it's uh very clean and this would be my chrome base i always again hit ctrl g to create a folder it's just nicer for referencing or instantiating and also just for cleanliness and your layer stack so next up what i want to do i want to break up the roughness so i'm right clicking creating a new fill effect and making sure i'm only affecting roughness and then i'm looking for a few grunge maps here so i have a surface imperfection kit here in my library and you can just use any you can use the default ones i just have a nice grunge map with some kind of fingerprints on it as well and we will be upscaling my texture set resolution to 4k as well so we can see all the nice details and just by doing that you can already see uh you get this nice break up what i want to do though i want to set the mode um go to roughness and also want to set this to multiply and then we want to apply levels on top of that so now i'm just reducing the input white reducing it until i start to see some kind of breakup on here and this just allows me to just subtly break up the surface to get this nice look and feel of this map i just want something really subtle broken up nothing too crazy and also on top of that i want to create another fill with some kind of scratches or just some regular breakup so let's just look for our main library and look for scratches or something like that and you can see we have quite a few popping up so i'm just right clicking fill and i'm just dragging in i'm not sure let's just use maybe this one scratches and dust and i just want to drop that again into roughness make sure i disable all the other ones and you can now see we do have this map applied as well changing the mode again we can also visualize it hitting c to get going to the roughness mode this is what we have right now and i can just also use multiply um or add actually to to get what you want right so additive will give us this result and again on top of this we cannot change the roughness or we can reduce the blending mode of this layer so we have two layers you can see subtle scratches now appearing and they showcase in this image as well and that is the main idea so we do have our nice reflective surface now on the inside again it's affecting everything right so that's why i create this folder i can right click the folder create a black mask and now it's disabled and now i just want to select certain aspects of this so right clicking creating a paint layer hitting four for our geometry mode make sure you're on object mode and now you just um drag over these areas and you get the chrome material masked off you can see now they are white where i have this material assigned also we want the center piece as well it's a bit hard to click and drag i'm using a wacom so i'm always over selecting and then deselecting after you can hit x to switch between black and white paint materials back to m to shaded mode you can see we have the metal selected i also want this outer ring so back to four and selecting this front piece as well we now have these two reflective pieces which are kind of chrome-like if i go back to all cue we can see we have the glass back so ctrl alt and right clicking on the headlight glass goes into that texture set where we have the opacity right now we don't have any glass shader applied so what you want to do in your you want to texture set you want to isolate all the glass objects so in the shade you can see you've got the shader instance you can click on that and create a new shader instance and then you go into the shading menu shader settings and you can rename this to glass shader and the default type is pbr metal roughness and you want to change to a pbr metal with alpha blending which gives you the option to actually blend a little bit and if i now play around with a fill layer let's just create one fill like this and we just call this one glass and i change my opacity you would then start to see we are kind of seeing through this surface right so for the glass we want height roughness we don't want any metalness on it and that is i think all we want to keep so we don't have metalness that's right and now we have the glass right so what we want to do is we want to create this kind of nice bump effect here so you can see it has this bevel but it seems to be only on the inside the outside is pretty smooth so what you want to do we want to first create this kind of bump effect as a height so i'm just dropping this into our height material and then we will be masking that off so again similar to what we did before i'm creating a fill and just call this a real yef or bump or whatever you want to call this new effect and i just want to create this height material and then i want to increase my height or essentially i want to drop in a procedural which will be the bricks generator i'm just dropping that in here and then i'm going into the pattern and i'm changing the bricks repetition and you can now already see we get these nice lines if i go back to my main glass reduce the roughness so it's nice and specky and for now just have it um be visible so we can actually see what we are doing we can now play around and change the look and feel of this rail jeff right now again it's on both sides we will be changing that shortly so back to the relief we do have our pattern now on max essentially so we can also go into the uv project and change the scale in there to create even more of these patterns so as you can see they are not super repetitive so maybe 1.5 is enough and then we also need to look on the inside which you can see is already pretty straight down we can maybe rotate it slightly so i'm hitting f1 to visualize the uv space this is now our texture map we can then as i said we can rotate it to just place it so it's essentially straight on um maybe something like that it's a bit hard to see but i think this is the back side is pretty straight so again now i'm creating a black mask here so it's essentially disabled and then in here i'm creating a paint like so and then i can only select the the inside material using our four brush which is the polygon i think it's called tool polygon fill and i can only select the inside uh make sure you're not on object mode you just want to go on geometry or you can actually go on uv space and then you just select the inside so on the outside now it's clean on the inside it's broken up right so that's the effect you want to go for you don't want the bump on these dials here you maybe want it on this one as well which is our real light and now let's go back to the glass parameters change the mode let's leave it at black but then we just um change the opacity down and you can now start to see we have this nice bumpy effect all cue brings us the whole thing back so now it's just a matter of dialing it in to your liking and again this will need to be adjusted in your rendering application because this is not really refracting but you get the nice look and feel of this glass effect right here all right so now you know how to do a realistic tire and i also showed you how to create custom shaders for the glass itself and in the next part part two i'll be showing you how to create that detailed car paint look we'll be going into advanced anchor point systems creating rust peel and all that interesting stuff so be sure to check out the next video which is part two [Music] uh [Music]
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Channel: Arvid Schneider
Views: 27,287
Rating: 4.9865589 out of 5
Keywords: surfacing, substance painter, anchor points in substance painter, allegorithmic substance, substance to arnold, arvid schneider, vfx, houdini fx, sidefx houdini, maya, autodesk maya, maya 2020, maya 2022, arnold, arnold renderer, maya 3d, 3d modelling, 3d texturing, lookdev, rendering, 3d rendering, lighting, 3d lighting, substance painter tutorial, substance painter tutorial beginner, substance painter 2020, substance painter to maya, how to use substance painter, blender 2.93
Id: T2FAt0548Jg
Channel Id: undefined
Length: 31min 15sec (1875 seconds)
Published: Fri Jun 04 2021
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