Learn FAST: Substance Painter for 3D Artists

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[Music] hey it's mike from production crate and today i'm going to show you guys how to actually retexture one of our assets if you've ever been downloading one of our vehicles or props or something and you just wish it could be a different color or cleaner or dirtier or something like that so i'm going to show you guys how to do that using substance painter i'm actually going to download this model right here this motorcycle that we just put up the textures are already pretty excellent but i just want to make it different what you're going to get when you download the motorcycle is an fbx and then a folder full of textures so what we want to do is go into substance painter and i'm going to go file new and we can actually start with just the adobe standard material this pbr metallic roughness material and i'm going to add in the fbx so there's the motorcycle fbx right there and for this we're going to go 4k best quality is always best and then we want to actually import the textures that came with it because i don't want to do the whole texture from scratch i just want to make some adjustments so i'm going to import all of the textures that come with the model and we'll just hit ok i'm going to make my interface look as good as possible so i like to turn on the shadows they're usually a little bit too stark so we can turn down the opacity and i'm also going to turn on my temporal anti-aliasing it's just going to make everything look a little sharper what we need to be able to start texturing is something called mesh maps if i press the b key i can cycle through right here it says id ambient occlusion curvature these are all input maps that we need to make our own custom textures and we can see right now they're blank so we actually need to create those the way we're going to do this is go over here to our texture set settings and if we scroll down to where it says select normal map and select ambient occlusion map we want to plug those two in whenever you download a model from online it might not always have an ambient occlusion but it should always have a normal map so i'm going to click normal map and hit the normal map right here now again this should be enough but we just happen to also have ambient occlusion so i'm going to drop that one in too it's this one right here and i can go over here to bake mesh maps what we're going to do is create these maps here which are going to help us create our finished textures now we already have a normal map so i'm going to uncheck that we also already have the ao map so i'm going to uncheck that let's make it 4k so it matches the rest of our project now the really important one for this is the id map i'm going to click on id here and where it says color source i'm going to switch this to mesh id what that will do for us is it's going to let us mask each individual part of the motorcycle so i could drop different materials on different sections of the model and this is a personal preference but i like to go to random mode just so all the colors are vastly different makes it easier to see when you have models like this that are made up of lots of little parts where they're all touching and overlapping sometimes it's a good idea to go to curvature and where it says self intersection always switch that to only same mesh name and that's going to make sure that these little nuts and bolts that are touching each other don't cross contaminate each other all right once we have those settings set up i'm going to go ahead and press bake motorcycle or if you have multiple texture sets you want to hit bake all baked motorcycle and you can see it's creating all of these maps that we're missing and press ok i'm not going to go too deep into how substance painter works but just a very quick overview if you press b you can cycle through all the maps that were created so we can see ambient occlusion is here and this picks out all the deep recesses so we can put dirt and dust in there curvature picks out the sharp edges so we can have chipped paint and have all the edges be scratched position just is a gradient so we can make the front of the bike dirtier than the back of the bike and the top and the bottom and all that and then we have world space normal which is going to allow us to mask our dirt and our dust and mud to different sides of the model so you can see the top sides are green we can put all the dust up there if we wanted to and then lastly we have the id map this is the one that's really important you can see how each individual part of the model is a different color so i can drag metal here and plastic there and whatever i want so when you're done looking at the maps just press m for material now at this point you could just start from scratch if you wanted to you could just start dragging materials on the model i don't really want to start from scratch i want to start from the texture that came from the website so i'm going to go plug in the maps that come with the model and then i'll just change a few parts so if i go to my layer palette i'm going to make a new blank fill layer right here and what this does is it just makes a layer that's white so if i want to plug in the textures we already have i'm going to click right here the textures and i'm going to search for motorcycle here i have my base color channel i'm going to go grab my base color texture drop that in you should see it update in just a second there is no height map so we can skip that next would be roughness so here's roughness i'll just drop that there and metallic so we can see it looks pretty much the way it was supposed to look uh straight from the store couple things that are missing these are supposed to be transparent glass and these gauges and these tail lights are supposed to be glowing so what we need to do is plug in our opacity map right here and the emissive map but you'll notice that there's no channel for that so we need to add those if i go to my texture set settings right here here's my available channels we have color height roughness metallic and normal i can hit the little plus sign right here to add emissive so now we have an emissive channel i can turn that on right here under the properties and then if i click i see there's no opacity there's like sheen opacity there's other stuff but i don't see opacity here so if you don't see the channels you need we need to change the shader or the the type of material that we're using so i'm going to go really quick up to my shader settings which is this little sphere little ball and right here is that default asm it's called adobe standard material if you click this you can switch to a different material that does support transparency so this one right here is called pbr metal rough with alpha blending so i'll click that guy and now i should be able to click the little plus sign from before and add opacity and let's just turn that on cool back to my layers back to my properties notice that here at the bottom i now have emissive and opacity so let's grab those opacity and you should see that the headlights have turned transparent and we can make them glow by using the emissive map boom there we go the gauges should be lit up too now and the tail lights are all red all right so now the cool part let's make some adjustments so i'm going to go right here and i'm just going to get rid of motorcycle click on this far left button for the base materials and let me just show you how this works let's say i want to make this part here carbon fiber so you could search for carbon fiber i happen to see it right here but just so you know you can type in keywords like metal and it'll filter it out but i like this carbon fiber so let's grab that and if i drag it on the model it's going to appear on the entire model which is not what i'm looking for so let me press undo but if i hold down control i can drag and drop it to these different groups these different sections so i can hold down ctrl and drop it on this part right here and it looks like it worked but it looks like it's too big the scale of the texture is off so i'm going to go right up here to my layer i always adjust the scale so let's just turn that up and now we've got carbon fiber you can adjust some other things too if you need to there's roughness values so if it's too shiny for you just turn the roughness up and it'll kind of match the rest of the motorcycle let's try another one let's make these little nuts and bolts gold if i press b i can see that these little nuts and bolts are isolated press m to go back so i'm going to use pure brass and just ctrl drag them right there now this is totally non-destructive so if you get in trouble you can just delete these layers or hide them and it will all go back to normal so don't be afraid to experiment let's try something a little bit more complex we can try a smart material as you can see what we have here is these base materials if i click on these they have their own parameters and they have a layer mask right here which is what isolates it to different parts of the model a smart material if you've never used one before can seem really complicated but really just think of it as a folder that's full of materials so it's a material made up of materials so i can search for metal and there's one pretty cool one here called steel paint scrape dry and it's kind of this red scratchy metal let's put that somewhere like on this fender so i'm going to hold down ctrl and drop it right there and notice that it's not just a painted material it in a smart way was able to pick out the edges of my model the only reason that's possible is because we created these mesh maps like this curvature so it knows where the edges are but notice over here in my layers if i want to modify this i can't really click on it if i click on it i don't get any properties and that's because it's a folder that's full of other materials so they can get pretty complex pretty quick my recommendation whenever you're using a smart material for the first time is to turn every layer off inside of it from top to bottom and then just start at the bottom and work your way up so i've turned everything off and i'm just down here at base metal it's a little bit too shiny for me so i'm just going to increase the roughness of that metal let's turn this next layer on which is called paint and cool we got this red paint but i'd rather have yellow so let's go with yellow like that maybe a little more orange there we go next one is just roughness variations and if you click that it's pretty subtle but it just changes the shininess of the paint now we have a dirt layer let's turn that one on it looks like kind of cartoony the color it's a little bit too saturated so maybe i'll just make it look more like a gray dust and then this last layer is a filter for sharpening it up so every smart material that you use is going to be different you just have to dissect them the way i just described start at the bottom and work your way up all right so we're going to do one more here i like this machinery smart material so i'm going to hold down control and let's drop it onto this arm right here that's holding the the wheel so this one's really cool but it's way too much we got to turn that down a little bit that rust and that dirt so let's start at the bottom and work our way up so i'm going to turn on base metal pretty cool but it's too shiny so let's just go to the roughness crank that up a little bit cool next layer is called dirt it's a subtle change i kind of want to go a little bit more opaque and if i notice here these layers have opacity sliders just like in photoshop so i'm just going to turn the opacity slider up you can see the grunge kind of becoming a little more prominent next is a dust layer i think i'll leave that one how it is that looks pretty cool and then the last one is rust this is the one that looks really bad we have to fix it it's cool but it's just too heavy-handed so now we're actually going to do an adjustment of the mask so just like in photoshop you have your layer and then the layer mask which controls where it's falling on the model so if i click on the rust mask this little box on the right it'll open up all of the things that are creating that mask and this one it's pretty simple it's just this mask editor so i'm going to click on that little guy right there and there's tons of options associated with this but i'm just going to go to the top and turn the balance slider down and you can see the rust and the mud will kind of fade out maybe i'll turn down the contrast too so it looks a little softer you don't have to keep applying this material over and over to the model let's say i want the same material to be on this part but i don't want to adjust it over and over and i don't want to keep dragging it we can alter the mask of the material so let me close this folder and i'll click on this mask for machinery remember when we drag and drop it holding control all the colors come up well it creates this thing called color selection so i can click that go to my color picker right here and then just start adding it to other parts of the model so let's do this part and notice i'm i still have just one layer but i'm just adding it to more parts and if you mess up you can just hit the little minus sign right here to get rid of it all right i think that's good let me show you one last thing and that's how to export your textures how to save them so i'm going to go up to file export textures and there's an output template this just depends on which engine you're going to render in so just open this up 90 of the time you're going to use either metallic roughness or specular gloss i'm just going to keep it on pbr metallic roughness and where it says padding i just like to use dilation plus default background color and let's just point it where we want it to go because i was raised by animals i'm going to save it to my desktop and export and it's just going to generate all of the updated textures it looks a little crazy but there it is you can see it's got that yellow crusty paint cool so that's pretty much it leave in the comments if you want to see any other substance painter tips and be sure to share your results with us if you update this model or any other one we want to see it make it awesome make it more awesome than we did [Music] you
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Channel: ProductionCrate
Views: 15,540
Rating: undefined out of 5
Keywords: motiondesign, motiongraphics, aftereffects, compositor, visualeffects, adobeaftereffects, motiongraphicsartist, motiondesigne, postproduction, videoediting, videoeditor, filmmaking, filmmaker, production crate, productioncrate, footagecrate, footage, crate, Stock footage, free stock footage, adobe, After effects, adobe after effects, special effects, vfx, visual effects, fx, tutorial, tutorials, hitfilm, hit film, hit, film
Id: EqlaBH3aLWQ
Channel Id: undefined
Length: 11min 47sec (707 seconds)
Published: Sat Jul 17 2021
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