Meet Mat 2 — the Substance Painter texturing contest

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hey it's Mike and I really proud to present you my entry for the myth Matt - texturing contest I missed the first one back in 2017 and I really wanted to participate along with hundreds of creative texture and artists I will show you a little making off of my entry and I will tell you more about the contest let's go the MIT med - is the free painting contest by substance where you need to paint the basic freedom model the Matt in your own way with your own vision the rules are pretty simple as long as this is the substance contest the most of the creative part of the process should take place in substance painter however you can use some textures alphas and other resources but you can just simply bake or import some textures and just apply to the model so you should actually paint something in substance painter another difference between the mid Matt first contest and the second one is the displacement now you can alter the shape of the basic model and it opens a lot of artistic opportunities so here is my entry the toothbrush Matt here is the front view the back view and some additional renders according to the contest you must render everything in the Nvidia array and the substance painter so let's break down my substance painter file actually I came up with this idea while I was playing with some displacement settings in the substance painter I was like casually drawn with default brush but it's not constant height value and I was like what should make toothbrushes this looks a lot like bristles so here it is again my entry in the substance painter okay let's start with the head with the base also don't get too confused about this normal data are already exported then hide a normal map created and substance painter and reloaded it in substance painter again for these of use so the cable height is a very simple cell basically it's a layer with the constant positive height value and a mask which is just a simple brushstroke I painted over here over the hard edge of the model to reduce displacement artifacts I'm blurring it a bit during levels and moving it the transform and creating an anchor for the later and that's it a basic high the next thing is the tiles I'm using my substance material here here's the graph in substance designer the setup is very simple let me create some tiles to show you okay as you can see super simple tiles with some scratches some stains and stuff okay and I'm using here mask input and image input so I created a tiles mask here to use as this image input and basically it's just polygons select polygons feel sorry as you can see here with some additional brush strokes okay so I fit in this mask to my substance graph here and it automatically adjusts to this style mask next thing is the cable I'm adding some color roughness and height variation here I'm using Chris's soft as a height map and adjusting it with levels because without it it goes crazy next thing I'm doing feel I'm feeling the roughness with garage map warping it a bit and the full levels to get this kind of stains here another thing is the layer called occlusion shadow basically it's just a base color modification I just feel there with a darker color than the cable itself and the mask I'm using the same mask for the cable we had already I'm inverting it doing some levels and paint here to get this kind of shadow to add some volume to this cable and the last part of the base texturing is the labels the setup is pretty simple I'm altering the height roughness and color and using some default substance phone to create this mask I was just taking the phones using the letter M for example and I'm rotating it by control and by control key and left mouse button like that okay I don't know they're an easier option if you know it please let me know in the comments so let's reset to the default brush for now okay and let's go to the body so I have already disabled some layers to start with heightmap the first thing is I'm trying to alter the hand shape a bit so I created a simple mask I'm blurring it doing a gradient curve with triangular percent blue tint a bit and creating an anchor for future and the layer is with constant negative height value so it's altering the shape with this mask like that so the next thing is the legs I just draw in a tiny line here nothing special again just paint here with this symmetry option blur and the gradient curve with the triangular preset to get this nice gradient the next thing is the front button and it's much more interesting to create this kind of shape I just painted with a hundred percent hardness brush here a little stroke and blurring it during a gradient curve with triangular preset and again doing another gradient curve with with the same triangle or preset transforming it to Center it a bit and a bit of blur the layer is set with constant positive hydrogen here so I can get this kind of shape with the border and the central part also I created here isn't the same principle this kind of mask I will use this in future and the next thing is the round button side like that I'm doing this actually I just painted again two circles with the brush 100% hardness doing a blur the levels gradient curve is out to get a nice shape doing all levels to make the edges of the buttons hotter and here it is I'm getting this kind of displacement here the next thing is this Oh lights again the same stuff just the brushstroke but sometimes when you use a mirror ink you can get this kind of artifacts here so I'm doing a mirror effect making an n color for the feet for the emission map in kitchen blur into bed and here again the layer with constant negative height value if I change this to some extreme positive feathers it goes crazy like the net so actually you can dramatically alter the shape of the basic model using the height map only the next thing is the cable jack here to make it more realistic i creating this kind of battle here with the same principle nothing special here the mask and the layer is constant positive height value more interesting for is the side rubber panels I want to create kind of enough lines around this panels again I'm creating nowhere with some constant positive value for the height great and creating the mask I'm he doesn't feel here I did this mask and Photoshop because it's much easier to do it with the tanto rather than paint it with lazy Mouse and substance painter and I'm painting over the you receive here to fix it a bit like that then on the a sequence of blurs and levels to make this more round and smooth like that but I'm doing a mirror making an elk or I'm doing a bevel and the levels to shrink this mask a bit like that then another shrinked anchor doing a blur to get this kind of gradient at the outlines of the mask and doing a gradient curve with the triangular preset so we get this kind of nice borders of the rubber panels and this layer comes with constant positive height and you can see this kind of border on the outlines of the panels you know this rubber panels kind of dull and flat and I want to add some volume and curves to this so I'm creating a layer with positive constant height value and the mask I'm using the feel with the mask we just created the shrinked one doing above all doing some blur the levels to get this nice and soft mask and we get a nice curvature on the rubber panels like this looks much better next thing I want to make an outline to highlight the panels more to make them stand out from the plastic like this the same principle here on the mask using again our rubber base mask blur it there in a gradient curve with the balm preset to get this nice and sharp line and blurring it a bit we're finished with rubber panels so let's get to the color and materials the first thing is the front button panel metal border creating a simple metal with constant color metalness roughness values also I am adding a field with gradient fix here to add this kind of metallic effect and also I copying this metal layer with a little bit different and roughness and metalness values and different base color of course to make some kind of scratches I am using a mask with the mask editor to get this damaged on borders and I'm painting here some major scuffs and scratches and that's it next up is the blue plastic parts on the legs I'm using a simple mask here to highlight some blue parts so we started with the basic plastic I'm using the roughness and normal textures that I've have created some time ago I add in some darker color spots with masked filter like that to get some variation and I'm adding some toothpaste residuals like that and basically the toothpaste residuals consists of two layers the one is the paste spots I'm using again the mask builder with some water drips I'm using some warp levels blurs and I'm adding another layer to make this kind of paste occlusion I'm using the dirt generator and then I'm painting the bit so we get this kind of stuff the worn-out used look the next thing is the white plastic for the main body I'm using the same texture as you might notice so let's move to the bottom glyphs heightmap this actually a small adjustment to the height map we already created I prepared this kind of alphas in Adobe Illustrator and I'm using them here on a paint effect then I'm doing some levels lower and I'm converting this height map to a normal so the next thing is the rubber panel the front one again I'm using the same mask we had I'm learning it a bit to shrink in size and I'm using this basic material I'm using my own rubber textures the roughness and normal and some constant uniform color and that's it we get this kind of Poros rubber material actually I created these couple of textures in substance designers some time ago so I decided to reuse it here the next thing is the button power lights I just painted this mask with alpha I already prepared and here I'm using the default material the latex black with some adjustments to the base in color and I'm adding the paint to emission blurring it a bit let's check this out here once again um Payton stuff blurring it there's some levels and I'm adding the constant blue filled with the linear Dodge blending mode to get this kind of emission also I have this bit of the shine from this default latex material next thing I'm doing absolute the same steps as for the power button for this stripe lights like that and I'm adding a simple material for the arrow button and the next part is a bit more interesting rubber sized panels as a mask we're using the same incorrect message already in this group you can find a simple base rubber material with the same textures we used from the central panel and the next layer is the micro surface what I mean Here I am just trying to create this kind of circular normal pattern on the rubber sides let's check this out first of all I'm creating the mask the problem asked for it I don't want to spread these circles all around the side rubber panels I want to remove it from outlines so I'm blurring and all levels to shrink this and make it soft and here I'm making a height map filled with circles inverting it and Bleuler in it transferring height to normal and I removing the height information from here they're in a field with the zero height so I'm getting this kind of normal map in here these circles are fading to their outlines and I don't need to hand paint it and the next thing I'm doing is the toothpaste residuals again I'm using the met generator I'm multiplying it with call-outs to remove some parts and I'm adding a paint to remove most of it and live only in some special places like this the next thing is the simple labels on the back I already prepared some Alfa's for this science and this is the default substance painter alpha here inside you can find a verb basic paint material with constant roughness with constant height to push this a bit from the surface and I'm using some pains to make a worn out effects add some scratches to the paint and that's it the base and the body and the last but definitely not least part is the head I'm doing a simple displacement on the head of the brush with the polygon field selection and the blur adding a tiny line here I'm adding some metal parts on top of the hem of the brush head which is paint and some blurs I'm also add in the back elements just using the default brush and substance painter okay and the more interesting part is the bristles first of all I'm making some holes I'm using the texture I've already prepared in a dhobi illustrator learn it a bit making an antique or and the next thing making some long bristles the wide blue ones and I literally hand-painted every bristle here one by one to make this more natural and get more variation in position the same thing for the side bristles for the short mid bristles and some Center ones I used different height values when I was painting it so you can simple crank this to value up and paint here like that okay or like that I will make some more variation in height later on let's go to the brush again I'm using the mask to exclude the house I'm using some base plastic the same one as on the body using the mask editor I am creating some toothpaste residuals and scratches here then I'm adding plastic on the back of the toothbrush head I'm adding the blue plastic band here again with toothpaste residuals I used the dirt mat generator for this kind of residuals and the nest builder for the drip next I'm adding a super simple metal material here on the metal part using this tail scratch the default material and substance painter and also adding some default hard surface normals here and on the back then I'm creating the label the same way we already did this here on the body again the most interesting part is the bristles what I'm doing here I'm starting with the uniform color the dark blue I'm adding some dripping rust with value blending mode and i'm using some opacity here as you can see also I am adding a paint and hand painting some color variations some color wash out from the bristles and in some dirt in screen blending mode the final thing I'm painting over the height map one by one by hand to make it look natural and some variation again in the height map and it looks much better right than it was another trick I wanted to mention is that I'm using an omission on this white part on the white bristles I'm using the medium grey emission the reason why I'm doing this is just because these white bristles appear a bit dark on the renders and I think this an issue with displacement because we have this phases of the mesh pushed extremely with the height map so even with the absolutely white base color I can't achieve the look I want so I decided to use some admission so I guess that's it I hope you liked my entry and let me know we should think about it in the comments also maybe you will have some recommendations how to make something more effective or easily or you have some different questions do not hesitate to contact me in the comments and once again asking for your financial support please donate me on the paypal buy some stuff from me on the Gumroad subscribe to my hands and have a lot of stuff here so check this out subscribe to my art station and also don't forget to like my video and subscribe to my channel and thank you for watching have a great day
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Channel: Mike Voropaev
Views: 5,572
Rating: undefined out of 5
Keywords: substance3d, Substance Painter, stylized texture, game character, meet mat book, meet mat 2, meet mat, adobe, texture painting, 3d painting, Allegorithmic, PBR, texturing, gamedev, IRay, howto, how to texture, rendering, material authoring, procedural, displacement, tesselation, displacement in substance painter
Id: AGwl0e4qOy4
Channel Id: undefined
Length: 22min 18sec (1338 seconds)
Published: Fri Feb 14 2020
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