Old Beer Mug - Beginner's guide to stylized texturing in Substance Painter

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hey everyone scribble mesh here with a quick tutorial on how to texture a stylized beer mug using mass generators in substance painter so without further ado let's jump right in and start painting before we import our model into substance painter I want to free up some room for my layers window so I'm gonna move my texture set list window to the left side as well as my properties window to import our model and textures let's go ahead and go to file and create new and we're gonna be using the PBR metalness roughness workflow on this so let's go ahead and go to select and click select our FBX file which is the mug underscore render and to import our textures let's go click on the add and then find those textures and we're going to go ahead and import these and then press ok once you have the model and textures in substance painter go ahead under your shelf tab go to textures and just search for mug to filter out just the ones we need you can make the thumbnails bigger by clicking on this top right icon and clicking on large and what we're gonna do is we're going to slot in our textures on the right side where you can find this on the texture set settings so first thing is done a normal map and let's go ahead and put that in the world space normal is next then the ID map which is the color map next is the ambient occlusion then the curvature the position map and then the thickness map once you have all those plugged in we're ready to start texturing now I'm going to go to this top right tab right here and then I'm gonna choose for the environment map the bus garage next I'm gonna go to my layers tab I'm gonna delete this layer and then create a fill layer and I can name this layer base if you hold ctrl G that should create a folder for you and we can call this folder wood now double click back on your base layer and under the base color let's go ahead and choose a saturated orange color and for the roughness we could put down around 0.4 next we create color variation for the wood texture so go ahead and create a new layer we can go ahead and turn off the height roughness metal and a normal map and we're gonna choose a more beige color and when they use this as an overlay so once you've chosen that color go to your layers tab and choose overlay for that layer and we're going to call this saturation blur we're gonna create a mass for this so add a black mask then right click on that mask and choose add generator now this will open up in the properties generator tab so go ahead and left click on that and select mask editor inside the mask editor we can go ahead and increase our curvature up opacity 2 all the way to 1 then maybe our global contrast to 0.4 and then our global blur to around 0.1 once you've done that go ahead and turn on global invert and now we have variation on the wood itself then the next thing we're going to do for the wood is add a sort of like a highlight on these edges so go ahead and create a new fill layer and remove height roughness metalness and normal map and what we're gonna do is we're gonna choose lighter value and the less saturated color and once you've chosen that you can go ahead and label this layer as we're blur and we're gonna create a black mask for this right click on it and add a generator and we're going to do the same thing on the left side on the properties window we're gonna choose mask editor inside this mask editor let's go ahead and adjust our contrast to around 0.7 and see how that looks we could probably lower down the saturation and the value so it's not too strong next we're going to add another wear layer where it really highlights these edges so what we can do here is we can duplicate this wear blur by holding ctrl and pressing D and then we could just probably adjust this color to a more brighter color now click on the mask itself and then delete that mask editor we can call this where sharp right click on the mask and add a generator and then for the generator generator we're gonna choose metal edge where now it's a little crazy right now but we're gonna go ahead and adjust that by lowering our weary level to around 0.5 and then maybe the contrast around point three and the grunge amount turn it all the way to zero and then the scale maybe two point one or two one I mean for the edge smoothness we can do around two and now we're getting a lot more sharpness on some of these edges so now that we've finished with the highlights we're going to add some darkness to the wood itself so let's go and create a new layer then we're gonna remove the height roughness metalness and normal map we're gonna choose a much darker orange for this and we're gonna call this layer darken and we could also add a black mask to this layer and then once you had the black mask go ahead and add a paint layer and we gonna start adding some of the shade into our mug where there's contact like the bottom part or some of the cracks so if you go to your shelf window and go to brushes and we could just go back to our medium thumbnail for this we can choose basic soft and we can lower we can lower our float around for once you have that we can start painting maybe some of this on the bottom part and actually before I forget we can put this layer to overlay and now we can start painting some of that darkness that we want just to give it some more interesting details so I'm really using a really low flow because I don't want this to be hard or too much so what I'm doing here is just darkening up the bottom part to build some interest to this so it doesn't look like it's a single color and you can start doing it too on the contact of the handle and the the base itself just so it has some some sort of dirt and maybe somewhere where the leather and the handle meet up summer in the bottom two so it's really subtle not too much and then let's put some around the the contact of the Rings and in the bottom part as well now we could have used a smart mask for this but I've tested it where it felt like it was just too much or too hard without getting really control and how much you want on a certain area so I find it the best way is just to paint it out really quick with a really low flow brush okay and we could probably add some more in the top part too so not spending too much time on it but we want to make sure we get some interests in some of these areas well there you have it I think we're done with the wood part next we're gonna move on to the metal piece to get started with the metal piece we're gonna go ahead and close this wood folder and then create a new folder and we're gonna call this metal and inside that metal folder let's go ahead and create a fill layer and add that to the metal we can call that new layer base and for the color itself we're gonna choose something around a very light color with a hint of blue on it make sure it's the metallic is all the way to one so it's it's reading off as metal and then for the roughness we could lower that to around 0.4 0.3 all right so we're gonna go ahead and add a color selection for this metal so we're gonna add a mask with color selection and then choose that metal piece with the eye drop so we're just masking out everything else and then we're just showing the metal bands inside this metal folder we're gonna create another layer or we could just duplicate this base layer by holding ctrl and pressing D and we're gonna call this second coat and for this second coat we can go ahead and turn off the height and for the base layer base color we can lower that to around like 50% gray and for the roughness we could go even a little less to around 0.5 with that second coat layer selected we're going to create a white mask then right-click on the mask and add a generator click on the generator tab on the properties window and add a mask editor once you have that mask editor open let's go and add a color contrast to this to around 0.6 and increase our curvature opacity to 1 we could probably lower the global balance to around point zero 6 and then turn off or turn on the global invert so you could see what's going on actually so now we sort of have this this outer coat and then the inside of that metal piece so it's layered we're gonna add some rust to our metals so we're gonna go ahead and create a new layer and we're gonna call this rust and then on our properties we can turn off height and shift that to around like a dark red make sure it's in metallic and the roughness value to around 0.5 well you have the rust layer selected let's go ahead and add a black mask and then in your shelf tab go down to smart masks and find the rust material and go ahead and add that to your mask once it's added go ahead and click on the mask editor and inside this go ahead and turn on the global invert and lower the or increase the curvature maybe to around 0.5 then lowered the texture to 2-0 then maybe lower the occlusion to 1.4 and then the first texture to around 0.5 as well and we're just trying to add a little bit so of rust to that and we can increase that just a little by putting the global about balance to around 0.5 or 0.6 and then the contrast around 0.7 with the rust layer selected let's go ahead and duplicate that by holding ctrl and pressing D and we're going to call this rust paint and what we're going to do is select our black mask and remove the mask editor with that remove go ahead and right click on that and add a paint layer and what we're gonna do here is we're gonna start painting rust manually around that bolts and maybe some on the dents so we're gonna go in our shelf tab and then go under brushes and we're gonna choose artistic heavy brush for this part let's go ahead and lower this shelf tab right here so we get more resolution and we're gonna lower our size quite a bit to around maybe 5 and what we're gonna do is we're just gonna start painting and adding some of these rust manually okay I'm just lowering my brush just adding in where I believe could have rust so I'm here and then obviously in there and all of the bolts we're gonna add those some of the cracks and some of these dents and we're just gonna do this throughout the model and we don't want this to have too much so after we've done all the bolts we're gonna back out a bit on our camera and check how it's how it's looking from afar and we can adjust it from there we can always add more paint and then just remove some of these later I'm gonna back out and see how it's looking from afar maybe add some here okay don't forget to add some on the top side too and if you press X you could toggle between the white paint or a black paint to remove some if you need to with the metal rust finished let's go ahead and close our metal folders since we're done with the metal and we're going to create a new folder by clicking on this folder icon and we're going to call this folder leather and we're gonna add a mask with color selection on this so once you have that end go ahead and color pick that blue color for our leather and inside this folder we're gonna create a fill layer I'm going to put that fill layer inside that leather folder and we'll call this base and for the color we're gonna choose like a burgundy color to this like a dark burgundy color and we're gonna lower the roughness around point-four with the base layer selected let's go ahead and duplicate that by holding ctrl and pressing D and we'll call this curvature or a curve and we could adjust the color of this curvature layer to a higher value than the base and maybe shift it to around orange color next we're gonna add a mask so we're gonna add a black mask then right click on that mask and add a generator then we're going to go ahead and add a mask generator let's just zoom in on this real quick so under the mask editor let's go ahead and turn on our global contrast all the way up and the curvature opacity to 1 then we can start lowering down our global balance to maybe around 0.1 so we have that sharp edge and we're just getting the the edges of that leather and we could probably turn down this color a little bit lower so it's not too too harsh just more saturated and then the final thing we're gonna do to the layer before we finish this whole texture is add a paint layer to this curvature and we're gonna paint this manually and remove some that we don't want maybe we don't want some of these dots so we're just going to go ahead and remove them by using the black mouse and make sure you're an artistic heavy brush so it's nice and sharp and if you just remove some of those and then to add go ahead and toggle to your white or press X and just start adding some and obviously in some of these some of these dents and cuts just doing this manually okay and maybe some more here some there so you can lower your brush if you need to to get a much sharper line and then for the curvature itself we can probably lower the roughness so it has a contrast between the base okay and just continue on and we're pretty much finished with the textures after this so I just want to say thank you for watching I hope you guys learned a lot from this quick tutorial on stylized painting using substance painter i'm scribble mesh and see you guys on the next tutorial
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Channel: Scribble Mesh
Views: 108,771
Rating: 4.9741716 out of 5
Keywords: Substance Painter, stylized texture, game art, texturing tutorial, old beer mug, texturing, fortnite
Id: kDzM_QwwNPY
Channel Id: undefined
Length: 19min 29sec (1169 seconds)
Published: Thu Jan 17 2019
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