Material Maker -- Amazing Substance-Like Free Texture App You NEED To Check Out!

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hello ladies and gentlemen mike here at game from scratch and today we are revisiting one of my favorite open source projects this one is called material maker and if you're a regular to the channel you've seen me cover this a couple of times and that is because the author just keeps pumping out new great releases and this is basically the closest thing to an open source alternative to substance painter and substance designer there is there's this an armor paint and i think this one is improving at a faster rate and this one is more about procedural material generation but it also does texture painting and this is one guy's hobby project which is just amazing to me now looking at this user interface you may be thinking yourself hmm that looks kind of familiar that that blue those fonts that interface is yes this one is built using the godot game engine and by the way you do have the ability to theme it if you want your eyes to burn you can switch to the light theme or if you want darkness instead of that blue you've got this one this is actually my favorite look by far another thing you might find that the fonts look a little bit obvious because i'm running into the font scaling there is dpi scaling in here it does get a little choppy on the fonts but that's what you get for recording in 4k and this guy is all about generating texture so let's look at the simplest example you've got here you've got an output material here uh albedo metallic rough decimation all the things you would expect we could come in here and basically just say all right let's make a material red all right there you've made a red box probably not the most exciting thing you wanted to do let's set that back to white and let's use this to show a real world example now first thing you can do is you can set this preview up to actually show a model of your choice so i've got an object file i've downloaded it's a tie interceptor uh it's in dropbox dropbox temp tie tie interceptor all right so here we go so now we have a 3d model of a tie fighter that we can work with by the way you can customize the interf interface if i want to do i can drag that guy over to here and we can give the preview a little bit more space to work with which is what i kind of like to do all right so we got our work surface over here we have our model preview over here now i do have some weirdness in getting it to scale out it will eventually let me scale out but it does seem to be something that's a little bit glitchy i'm not 100 certain why but that's good enough for now so here you got the environment you'll notice we have an hdri map in the background that's lighting it uh you have options there you can create your own by the way uh but we're just going to go ahead and go to sorry environment select and you've got three configured options we've got the forest right here uh moonless golf course right there or a studio environment like so and now we're gonna do is set up the normal textures on this guy nothing really magical going on there which come here tie and there's the color channel right there there is the amy inclusion map we'll bring in the normal map and we'll use the emissive map that's good enough for now so each one just kind of connects it so your color channel goes into the albedo map your emissive channel goes into your mission map uh which by the way just set up the the lighting right there all of these are configurable by the way so you can you can set the amount of emissiveness of the light or you can have it dimmer or you can have it the defaults are actually pretty solid to what you want uh ambient occlusion goes in there and the normal map drops into there and there is a fully textured tie fighter uh and setting it up is pretty simple you obviously you can see a preview going on you can also set it by the way in the background uh so again i can load that particular model up and configure it to work with my tie fighter like so so it shows up in the background now i do find it scales my interface i find it annoying to be honest and you can also set up for a 2d preview so you'll notice we have a 2v preview right here which whenever you've got a map selected it will show that result there or a generated map it will show the end result normally all right so there we go there is our work and now what you do normally is you start creating these uh networks of uh things to go on so let's say instead of doing this this level of emissiveness we wanted to have like evil tie fighters so i'm gonna do is i'm gonna drop in runes so you see here we have a number of different nodes we can work with they start combining them together uh into some very complex patterns but i'm just gonna go ahead we'll drop this runes in here and we will wire them into the emissive channel so now you're seeing we're giving off light uh here various different places okay there we go so i gotta hold down control to get it to zoom past a certain point all right there we go so you see uh we've got these uh runes in the image now obviously there's there's not quite enough of them and again if i select this guy you'll see the preview of it down here in the 2d preview i'm going to set this instead to say 24 by 24 so we're gonna get a lot more size runes actually let's make this 36. 36 also by the way you can you can drag and slide sideways instead of numeric entry so 36 by 36. now the challenge here is that's not really evil we want them to be red so what we're going to do is find another node here we'll do a colorized node now you're going to notice there's texture version and filter version what we want here is filter version and it's really again it's just you're making this network of nodes so we're going to drop that then the output of that into the emissive channel we'll pick our parameter here and we'll make them red all right there we go so we just made a very evil looking tie fighter pretty cool stuff uh now this is my uh crude approach to it you can see how the tool works but what we're going to do now is show you a much better uh result and that is by heading over to the material maker website which by the way uh is kind of new and it's called it's at materialmaker.org i will have links to everything relevant down below if you want to check it out yourself and you can see some really cool community made um materials and you can go ahead and you can download them yourself so we come up here to the top go to materials and here you can see like 16 different pages of pre-made materials so um like keyboard there you've got uh fur being created lava this is what i used in my thumb i'm going to use it because i've actually already downloaded that one each one of these is just a ptex file so if you want to grab something basically just come on here click the download it will pull it down for you so now we're going to go ahead and look at one of those in action instead so i've already got one downloaded i'll go to my download folders right here and you will find stylized lava ptext and we'll just drop that in it's its own project here we go so you'll notice here you got a tab uh interface here for handling things this is now got lava on our guide which by the way if we want to move this guy back to a different shape we'll go here and we'll put the lava on a sphere and there you can see the end result of this texture note so this is the kind of stuff that you can create out of material maker if you spend a little bit more time with it and here you can see the pieces that go together by the way you can zoom in and out over here or using control mouse wheel and you've got these different blocks of things going together so we got tones coming in mathematical operations being done on them in this case max between a and b mapping that into the occlusion or inverting it to create a depth normal mapping emission uh to create the emission channel out of the albedo channel and so on so that is how you create these networks now you may notice these little things like here there's rocks and rocks generates this well what the heck is a rocks well come here look at hierarchy you're gonna see this is built out of so we've got rocks we have albedo which is a more complex example so i'm just going to go here to rocks and we'll double click it and you're going to see the rocks itself is its own node graph so this is for creating all of the rocks you see here it starts by creating a polygonal shape uh adding some noise titling it um four times over or two by two uh slope blurring on it tiering it applying some math to it and then having output from that that creates three output nodes that if we head on back over here you're going to see our rocks has those three output nodes so you could create your own nodes uh pretty easily and organize it into this pretty cool hierarchy same thing here for generating the roughness map and then we've got for creating emissions map anything you like anything you're working with that that works out for you what you do is you can come up here and basically i can say okay tools add selected node to my library so then i could i could be in here for example and say i want to reuse rocks i could go ahead and just basically add rocks into my library and then now it will be available here in the library so if i get rid of my filter down at the bottom here we would then have rocks that we could reuse somewhere else you can see there are a number of different nodes here you can work together to build up these elaborate examples and as you can see over here you can create some pretty cool materials by working with this guy so you're creating procedural textures essentially and then when you're ready to use them you head on back over here you say file export material you're going to see out of the box you've got support for blender formats godot unity hdrp unity and unreal engine so it does the import work for you makes it ready to go in those particular environments so that is material maker a very very quick hands-on version but here's where it gets even cooler this is uh where it's moving more into the substance painter world and this is where you can actually paint your project so we're gonna do a new paint project so i'm gonna pick my model and we'll use the tie fighter model again so that is available in dropbox db temp tie tie all right there we go we'll do this you can do anywhere up to 4k resolution i'll stick with 1k and let's create it so you're going to notice here our new paint project shows up as a another tap so we can switch back to our material over there so here we are and what you're doing here is you create a paint brush the current paint brush that you want to go ahead and paint with you do it right here so we wanted to paint with a material we could take a textured material of some kind uh this isn't going to make any sense because i'm about to drop a full texture in here but i could come in here and go all right drop uh start with temp tie all right so we'll paint with this like i said it's not going to make any sense whatsoever but i can set that as my elbow channel of my brush and then we can literally start painting our objects you can paint in full 3d now in material maker and that is pretty awesome but at the same time i also have a number of different things down here so i can actually create my own brushes on the fly so if i wanted to do a brick wall i could drop a brick in here that is going to drop out the uh the brick pattern comes out there so i'm going to drop in a colorized nose so we want these bricks to be red so we'll drop that in there so we start building up these nodes uh and then let's go here make you reddish all right so there we go we'll drop that into the elbow channel and now you're seeing we are painting with red brick if i want to do the same thing i could create normal normal map i'll take this guy in drop that into the oh there's no normal why is there no normal all right i'm not 100 certain what i did wrong there but i swore you could paint with a normal map as well but here you can see it i'm now using my normal map to paint probably not what you want to do but at the same time also you'll notice here you've got brushes and then that goes back to over here where you've got a couple of brushes available to download things like zippers um but you've got a number of pre-defined ones so for example if i want to paint with rusty iron i could go ahead and go basically open that brush up so here you can see this is the current surface so again the output is a brush node and now i'm painting with rusty iron there we go paint over everything with that brush right there so you can now actually paint 3d objects and then when you are happy once again you can export that material out to a number of different environments so this functionality is new you'll also notice over here there's the option of doing paint layers procedural layers and mask layers so if you want to have it so that it only affects where the mask is in black or whatever you can set up a mask layer on top of something so for example i could add a new paint layer and then on that paint layer i could create a mask layer that will control where it draws and so on so there is the beginnings of a substance painter type program being done here as well you're also going to notice we have some tools here uh like a straight out fill um not sure if that's working in this particular case um phil oh yeah oh it's cause i've got so we can do fill there we go i had the mask selected that was the problem so if you done if i want to do like a straight black brush i could have picked it down to black and done that so you set up your brushes down here you got your paint modes your different tools here so one for free hand lines straight lines filling and then of course we got an eraser in here as well and you've got multiple different layers of drawings you can do so if i now want to say okay i want to paint with snow instead uh do a snow brush again i'm back on my uh my mask layer but then we start layering a layer of snow on top or i can actually literally replace it with snow um and yeah that's kind of the idea we got blur brushes in here and you can create your own brush networks that you can then in turn paint with some really really cool stuff going on here it's definitely one of those powerful tools and if you really learn how these nodes work you can create some really interesting textures again you can see the work that other much more competent people have done available over here and you can pull any one of these download down set them as a brush and start painting with them uh so it's it's really a cool tool for creating uh procedural textures and now for painting as well so that is material maker which by the way if you want to go ahead and check it out is available up on hio it is available for uh windows and linux targets so if you want to go ahead and download it is there if you like the artist's work do do make sure to support him he has updated this constantly and again this is one of the most impressive projects out there again another one that's worth checking out especially more on the painting side more mature on the painting side there is armor paint as well uh but this guy now it is getting inklings of the painting functionality uh built in here and the interrupt between the two is getting better and better so you can create these really cool materials and then bring them over here and actually paint with them and you can see here you're creating these elaborate brush setups uh that you could create with and so at any particular time oh by the way you've also got three different ways that you can paint stamp pattern and then uv pattern uh so a lot of times what you're actually going to want to use is stamp which is actually probably why it was working a little bit weird for me and by the way you also have the ability to delete layers like so so add the paint layer back on top do i'm still in fill mode and there you see so it's definitely one of those projects i highly recommend you check out and again the artist just keeps adding more and more cool tools to this one and you can see right out of the box the fact that it exports out to these various different game engines that's what it's made for so this is literally the closest thing that is out there to a free alternative to substance designer and slowly substance painter and it is a really cool program on its own and i do recommend that you check it out it is not a substance replacement but it does do a lot of the same functionality for one it's not even a fraction of the price it's free it's pretty amazing program and also it's open source built on the godot engine let me know what you think of material maker and comments down below and i will talk to you all later goodbye
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Channel: Gamefromscratch
Views: 22,543
Rating: undefined out of 5
Keywords: 0.95, 3D Coat, 3D Paint, Designer, Game Dev, Game Development, GameDev, Godot, Material Maker, MaterialMaker, Paint, Painter, Procedural, Review, Substance, Substance Designer, Texture, Texture Generation, Tool, Unity, Unreal
Id: -KCVyObMYt8
Channel Id: undefined
Length: 15min 21sec (921 seconds)
Published: Thu May 13 2021
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