Mastering Stylized PBR Texturing Using Substance Painter

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this tutorial is sponsored by the 3d coloring book a project specifically designed to help empower artists who are struggling with texturing a substance painter and to help show you that anyone can create beautiful pieces of art with just a little bit of practice and guidance to instantly gain access to hundreds of pre-made professional level models and hours of high quality tutorials click the link in the description and begin your journey today [Music] recently i made this artwork to practice my stylized texturing without hand painted or high poly bake i use substance painter to texturing an unreal engine to render the final image and in this video i'm going to share with you how i made this stylized sushi so the first thing that i did was look for a real photos and interesting style sushi for stylized reference i used jasmine's artwork i like how sea texture the salmon simplify the detail and made it looks really good and delicious and later i will show you how i analyze really quickly this artwork and apply what i've learned from it to my texture after that i started modeling with a simple box and duplicate it modify it a bit one for salmon and one for sushi then i use mud tool on those models i don't really need high poly here i just want something simple because my focus is only to experiment with texture initially i just wanted to texture sushi but later i found out that the result is quite good and then i created one set of sushi with ikura wasabi bowl and even the wooden sushi board there are no special things here only simple models for wooden boat i baffle the edges and make the edges a bit uneven to make it looks interesting and later this wooden board will be modified again once the texture are complete then i unwrap everything and set them like this i only used to texture pages one for the wooden board another for the food i put the oval lab ufc outside from the uv area this big empty space was from the top of the rice mesh but because i use tessellation the top surface overlap with the salmon so then i remove it when exporting it is the best to keep the model separated from each other but when i create this i didn't separate all of them and this caused an ao issue and i had to bake them again in substance painter i began with initial preparation by baking the mesh like usual with all maps checked except for id and bake all texture sets i changed the environment map with studio3 to get a better lighting that i like i also enabled tessellation and using high as a source and with maximum subdivision before i texture it i look back on my stylus reference by jasmine and analyze how she made this salmon look good the first thing that i notice here is the brass lines on the red surface or red muscle because it's hand painted if you look in real photo there should be fibers on the surface but it got blur on painting the second thing is the big white lines or white muscles and sometimes it's a bit wavy the next thing is jasmine added a fake highlight on the salmon surface it's light dots on the edge and it's a bit stretchy the last thing is the surface is in flat color it has darker and lighter color variation on every surface so these are four main points that i want to apply to my textures so here back in substance painter what i did was pretty simple on every texture i created a group and use a fill layer as a base with only color high and roughness channels then i added black mouse and use polygon fill to select the mesh that i want to texture then add fill and use scrunches or procedural texture to get the effect that i want to create so that's the basic technique of how i did texture my model and here i want to show you how i created my texture this is the best that i use and then i added a new fill layer with anisotropic noise and you can get that here is the parameter to easy adjust that texture i went to 2d view and modified and rotate from there then i added blur slope i use this filter a lot along with warp these are really helpful filters to achieve imperfection looks usually i use small values and adjust it to get a subtle effect for the blending mode i use value just to make it darker or lighter without changing the color the next layer is only duplicated layer with different settings minus high and just offset the texture to get some variation and then blur slope and blur again then i added anchor point this anchor point is used to get texture information in the layer below it really useful to help us in making detail especially when we don't have high poly bake so i use modmas dirt cavities almost all the times and then i change the micro height to anchor point from previous layer what we want to do here is to turn on micro height and adjust the parameter as we like you can use any smart mouse as you want and use anchor point to make detail then i use blur slope again the next is another fiber using grunge map 5 and you can get that here then i inverted adjusted the parameter and rotated the next thing is white muscle like in my reference it has various lines and i've tried many procedurals and i found using grunge damas is good to achieve that look i can adjust the division distortion as i like after that i added warp and anchor point to reference that texture then i created another fill layer with smart mods we can use any mouse to get the edge effect and there are no special settings here then another edge using the anchor point from white muscle then i put an isotropic noise to subtract the edge effect below like this and blur slope this layer is more or less the same another layer is just edge highlight with blur slope with a micro high then i want to get a highlight like this so what i did was i use directional scratches with these settings and adjust it so it looks like a circle and i use smart mods to subtract you can use any smart mask as long as it can highlight on the edge then invert it change blending mode to subtract then add a blur slope to stretch it a bit and for the rice texture is more or less the same i use mask 2 and adjust it another layer is the same mesh too with a different position and use lighten mode then add fluid to fill it you can find it here and also using lengthen then add warp and high pass another texture is also like that as you can see here this is how i created my texture using a fill layer put a black mask and begin to add detail using any texture and also play with the blending mode the next thing is the wooden board at first i was creating a stone plate but i'm not really satisfied with the result so i met with materials using crunch mate 5 in here and use anchor points like area took anchor points from wood fibers another edge with all layers off i use smart mouse barefold blur directional geyser noise to subtract blur slope and directional blur h3 highlight is also the same and the strips this is using strips from procedurals and put another strips to subtract remove another strips with paint blur slope and warp we can also adjust the high the edge is also the same the next is the sign which is actually inspired from her artwork not really necessary but i like to put something there the wooden bowl is also with the same technique and this this is a soy sauce this is inspired from anime it's something like this and what i did was make texture with directional scratches put polygon and subtract bevel it put gasol noise to subtract in some area and blur slope for the black fake shadow like this i only use polygon 2 and move it with the transform tool the last is the water effects it takes the anchor point from the layer below i don't need the color information here i just need the anchor point there and adjust the parameters and once i'm happy i put blur bevel and blur slope effect so that's basically how i made my texture after i got my texture completed the next thing that i did was to modify my model based on the texture that i have made and this is the final model so here we are in unreal engine i have real-time ray tracing enabled and it's really useful to get a nice lighting without needing to be global illumination shadow or worry about uv2 for lightmap i just imported the model and put it into the scene i use hdri backdrop as a baselight thing this plugin needs to be enabled first in the plugins window and restart the engine to use it i used this interior hdri for my scene this hdri can be downloaded for free in hdri heaven i used this royal as planner and then i created three base materials and made material instance from these the first one is the basic material in the inside of this material is actually just basic stuff such as albedo surface and normal i use param 2d for the texture node so later in material instance i can change to any texture i put vector3 here to adjust the texture color and added a parameter so i have more control of the texture to have lighter or darker value and even though this object isn't metal i still put a parameter to adjust the metalness so i can make the object look more shiny then i use free nail to get a fake rim-like effect and connect that to emissive color so everything inside here is the same the only difference is that i made tessellation notes and used a high map from a substance painter and plug them toward displacement and translation multiplier and in material settings i changed the tessellation mode to pn triangles and check crack free displacement for the transparent materials it's really simple only using albedo emissive color and opacity material is used for ikura the little spear on the top of the sushi so when i exported this model i assigned different materials on every ingredient of the sushi it will use the same texture but in unreal engine i put different material instances and change the parameters to get a different effect and here is the example of how i made my material instance and change the parameters for the rice i tried to make it look similar to anime in which the color is almost flat but there's still a displacement there a bit for this bubble or icora as you can see i have more control to change the opacity the edge of the object and tweak it more until i get the result that i like so that's the demo of how i set up my model and here i already have all the objects imported separately and have been assigned with material instances that i created and now i want to show you how i set up my scene and lighting i prepared the light source first by changing the color and the intensity of it then i created a fixed camera for the preview and also for the final image later then i started to decorate my scene by putting every asset that i have here and for the small assets i scatter them using foliage tool and painted them it takes half an hour or even more to decorate this so here i'll just show you the final scene and that's it that's how i made this stylish rishi hopefully this gives you some perspective on creating stylized art and sorry if i didn't explain it really well but i hope you understand the process if you have any question just leave in the comment section below or contact me on my art station or instagram so yeah thanks for watching [Music] you
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Channel: Stylized Station
Views: 132,409
Rating: undefined out of 5
Keywords: substance painter stylized, substance painter 2020, substance painter, substance painter tutorial beginner, substance designer stylized, substance painter timelapse, stylized texture, texturing tutorial, hand painted, substance painter tutorial, substance painter smart material, substance painter blender, substance painter stylized tutorial, substance painter stylized materials, substance painter stylized painting, substance painter stylized character
Id: H8ioxopCT0E
Channel Id: undefined
Length: 17min 5sec (1025 seconds)
Published: Mon Aug 17 2020
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