Substance Painter - Getting Started + Using Masks

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in this video we're covering an introduction to substance painter and using masks within substance painter let's start by taking a look at this example model so i have a sword here which has been uv unwrapped and you can see that the uv map has no parts that are overlapping which will be very important for making things like ambient occlusion in substance painter to make sure you don't get overlapping shadows and lines this is maybe not the most efficient uv layer i could use for this model but i've tried to lay it out in a way that makes sense in terms of looking at the model and matching up the pieces so you can see clearly what i'm doing so from the handguard you can see working my way down it works down through the geometry i have these little details here that are all in order from top to bottom you can see that whenever i take a look at my uv shells and just go down from the handguard down to the grip and then the pommel at the bottom here and what i've done with the blade is i have either side of the blade again not overlapped because of picking maps and the little bottom part of the blade here is its own uv shell just so i could get maximum textual density out of my sword here but the important thing is that i can look at this uv map and i can recognize whereabouts the pieces of my sword are and what kind of materials are going to go for each piece so once i've saved exported that file as an fbx exported that mesh out i'm going to go into substance painter file and new to start a new project the only thing that we need to do here i'm using the metallic roughness pbr setup here there's a few different setups you could use but that'll give me all of the maps that i need there's also some unity and specific things that you can use and so pbr and i want metallic and roughness maps file i'm going to select and find my fbx and select open and then document resolution now this can be changed at any time but this is going to be your working resolution for and what you see in your scene so i'm going to change mine up to 2048 by 2048. if you have a really good rig you could be running it in 4k um but you can output maps in any of these sizes at the end in fact right up to eight okay so this is just the resolution the textures will be rendering at in your um screen which is really just a preview of what actual map will be output and the rest of this should be fine for the next option given that unity will be what we're importing to for the most part opengl will be our selection rather than directx that determines the direction the y direction of the normals so opengl here if you already have baked normal maps in a different program or you have any other big maps you can add them and to pop into your material but at the moment we're just starting from scratch and we're going to be creating everything in substance painter from our model so that's the main thing set document resolution and grab your fbx and press ok now you'll be met with the interface with a few different windows you have the main perspective viewport here you have a 2d viewport and if you don't see both of these and you only see one or the other you can select those by um using this little button here at the top and you can select 3d only or you can have just a 2d texture map or 3d slash 2d now immediately i see an issue with my model here and that is that in maya i mustn't have tagged all of this model with the same material after i'd made it so some of this stuff isn't showing up here on my 2d model so i'm going to go back in and re-import this model after making sure that the entire all of the meshes that are combined here have one material attached to them so i'll pop back into maya select my entire object right click assign existing material lambert one to make sure it all shares the material i think what was happening was there wasn't a material properly attached to some parts of the model because you can have multiple materials and that should still work so just delete history and then re-export back in substance i'm going to go file and new and again i'm going to set up my canvas select my create sword that's a new grid sort there and it's like 2k and opengl and the rest should be fine discard the old project so now we can see everything in our scene again if there are parts missing try to reassign the material that's meant to be attached to it in your modeling program and hopefully that'll show up in substance so at the moment we're looking at the map with the material view which shows lighting and everything that's in the scene here so if i change my lighting by holding shift and right click and then dragging i can drag the light around you can see that that also changes on my map here so that is just showing what i see in my viewport i can change that then from material down to face color and see the colors that put on so far nothing and so this is where we select our maps so let's look at baking out some maps before we begin pimping and applying materials on the right hand side here you'll see um your textures list so i've got my lambert texture there and you can that's probably where i went wrong before i had several textures there and that was when you clicked into one of them i have my layers my texture set settings and display settings here i have the properties of whatever tool i have selected or whatever layer i have selected down below that there's also a python console for um commands to be input i don't need that right now i'm going to exit that and then at the bottom of my project i have my shelf that has all my materials and brushes and things like that in it right now i want the big texture so i'm going to go into texture set settings and then i'm going to scroll down and take a look at this big mesh map so here's where all the maps are attached normal maps id maps and occlusion maps and things i'm going to bake some of these i don't have a high poly map to make it normal right now so i'm going to detect that um i don't have an id map to bake so i'm going to untick that and i don't want to bake a thickness map that detects the thickness of my model because i'm not going to be shining light through it everything here will be a peak so what i have left here is that's most important ambient occlusion that'll give me some shading shadow data the curvature map which i'll show you what that does in a second it calculates the edges of the geometry and the position map the position inside the sphere so all of that will be important i'm going to change the output size here to 4k and then scroll down that's all looking good and then i'm going to hit bake selected textures you'll see that baking and that could take anywhere from a couple of seconds to a few minutes depending on what you're baking and how detailed your map is there we go okay so now you may notice that we have some extra information baked into our material things like sharing information through the ambient occlusion map so you can look at the maps that you've just picked by scrolling down to mesh maps and here you can see the ambient occlusion map that we just picked you can see it in both 2d and here in the 3d viewer and how it has affected it so if you weren't happy with your ambient occlusion back you could always go back and change the settings in the big mesh maps before you bake that out the next map down then is the curvature map and that's simply looking at the curvature of our model and detecting all of the edges this program has smart materials here and the smart materials will detect the edges of an object so that they can make the edges look worn or apply different effects to it so baking your curvature map is how it basically tells the texture to apply those smart materials so that's a very important map to be next down on that list is the position map and that's for um looking at the position in the viewport for more advanced texturing we may look at that in another video for now we want to see how the final material looks so we can press m or we can scroll back up to the lighting the lit material so now it's time to look at painting or applying materials to our object you can see here that i have a brush selected and i can brush directly onto the 3d object so i can paint onto that 3d object or i could paint onto the 2d texture map which is really really handy for painting and details onto your maps you can change the brush size by using the angle brackets just like you can in photoshop and you have other brush settings at the top here like the size the flow and opacity of your brush like you would in photoshop so if you want to paint details onto your brush that's how you would do it if you look down to the right you will see in your properties panel and the brush here all the controls that you have up here and a wee bit more and then if you scroll on down you can change the shape of the alpha so that is the shape of the brush itself so we could say stamp and different shapes onto our model and you can also you can go into um your brushes panel here on the bottom and you can select you'll see the alpha changes depending on the type of brush that you select here so all sorts of brushes there that you can use scroll on down there's a whole bunch of different settings but you can change here the uniform color and then i can paint in color on my model so you could just paint directly on and that's a legitimate way that you can add detail certainly i wouldn't advise adding your base colors that way though so let's look at the core kind of workflow the basic workflow and for how to get materials onto this first of all i'm going to take a look at my concept art to see what sort of materials need to go on this so i'll open photoshop and you can see i have this cold steel here that's my blade i have cold iron labeled as my handguard then the grip has um this dark leather on it which is broken up by bits of the cold iron here and also this accent of each bronze so that is the four main materials i'm looking for is the steel the iron the leather and then the bronze important to know at this point it'll save a lot of time if you have concept art to work from whenever you go back into substance mentor so let's take a look at doing this steel first of all jump into substance and i'm going to click into smart materials my materials are great and give you some more options to begin with but they don't pick up your curvature map the way the smart materials do so let's look at smart materials first off we'll give ourselves a wee bit more room on our shelf here just by dragging this up and you can see that everything's arranged by material so all the plastics are under p here so we want steel first of all let's take a look and we start with basic steel i can drag that onto my model to apply it and see how it looks and then um once i've kind of taken a look at that it's quite cool it's got some pitting and things into it you can drag around to see how the lighting plays off the surface you can play about with different uh types of steel by just dragging them onto your model to preview them and you can see here how the edges are being picked up by the curvature map that we've got and changing how it applies to the surface this can be seen most obviously maybe when you add things like this painted steel and you can see all of the edges are kind of the paint will be worn off as though it had been dinged in battle you can also see that this has dirt attitude which applies and kind of in the cracks in the places that dirt or rust would form and like where water would gather and rust away at our steel now bear in mind that all of these previews are being applied on top of each other so if we scroll into our layers tab we'll see we have all of these types of steel added so i'm going to remove those just by pressing delete or the little trash can um button i want to keep this one because i kind of like that i'm going to delete the rest even the ones underneath they'll still be working away in the background so to keep your scene running smoothly try that when you have the materials you need displaying so i really like the soft kind of shading effect that this one gives with the darker element now it's the wrong color according to my concept but i'm going to work with that so i'm going to look at the quality of the material that's applied and that's a really nice surface quality that i think will work well for this sword so i'm going to move on to the next material and then i can go into adapting each of the presets so that it looks the right color in the right sheet so let's rename this uh layer from steel dark aged to um blade and i'm gonna just keep the original name so i know what i started off with there and so i've got my blade now this is applied to the whole model how did i get this to just apply to the blade click this little mask button it's the same as the mask icon in photoshop and go to add black mask and that will mask off the entire model now we want to just coat the blade so we're going to go down to this little selection polygon fill it's a fourth tool down in the toolbar on the left i'm going to select that and you see here we can select our triangles polygons meshes or uv chunks so i'm going to try mesh here and then i'm going to click on the blade and you see that that entire mesh and everything that's attached to those faces will now get um colored in the map so for this tool we can use either the 2d map or the 3d map to apply those things and all that's doing is painting bits and pieces of the map out depending on what's attached to what if you press x you'll go from painting black to white and i can then go and paint out things again so x switches color and for what you're applying to the mask you'll see here when i've got the polygon selection i can drag across polygons that i want to reveal and then again i can press x to change it to black again and i'm blocking out that mask and if you take a look at this mask on the right hand side here you can see what we're doing and we're applying white onto the areas that we want to punch through our black mask just like we would if we were playing this on photoshop now unfortunately there's some air areas here that i don't want to be covered so i'm just going to go ahead and switch up back to polygon i'm going to make sure that i um deselect all of those areas there we go so moving on to the iron hilt you can see if i go to i here i've got my iron fords aren't old in my smart materials the iron forge looks pretty cool but it's a it's a little more similar to the surface quality of the steel that i had so looking at the iron old i think i'm going to keep this just because it gives a bit of variation in the surface quality so again i'll go back to the ironforge old and i'm going to delete that and then i'm going to rename this one and that's really the the main part is the handguard so now i need to apply a black mask to this to mask off the entire thing and i'm going to bring that back again by using the polygon fill tool and i'm just going to click on that now there's some other parts of this uh concept that are colored in with that kind of iron texture so i could click that and you'll see it'll make the whole handle like that all i want is this piece here so what i'm going to do is switch this to polygon fill i'm going to find this bit here on my texture map and if i zoom in i can see that it's here and then i'm going to drag around all of those polys and i'm going to make sure that i tag that as that type of material and you can see the pommel as well here again i can do it on the 3d map but it might be neater depending on how well you've laid out your 2d map to come down here find the bits of the pommel and then mark those off as that material using your mask i've got two more materials to find i've got this dark leather and i have the aged bronze here's a uh leather that looks quite dark amongst all the different types of leathers i'll drag that on and see if the again we're looking at the surface quality we can change all of the colors later that doesn't have the kind of surface quality that i really want on this so i'm going to keep looking so i find that it has roughly the kind of surface quality that i want to go for and again then i'm going to go on to that layer and i'm going to add in the black mask to mask all of that out and then i'm going to use my polygon selection here to select just the polygons that i want to be colored with leather there we go and you can see i've accidentally selected some of the rings and selected over some of the other information i didn't want to so that's not really the best way to do that i'm going to go back into my 2d texture map since i've laid this out nice and neatly i may as well use it and then use that to make those selections again i could press x if i wanted to undo a bit x again to switch between black and white painting over my masks finally i have this aged bronze so i find this bronze with a wee bit of kind of aging and wear on it there and looking at the parts that's going to be applied mainly and then once i'm happy i'm going to go in and add again my black mask to that make sure the right layer is selected i'm just going to rename that to um bronze will be fine leather for that is fine and i'm going to add in a black mask then again use this polygon fill tool poly selection i'm going to select all of those areas i need to have that texture applied and finally one part down here above the pommel and there we go so let's take a look at what we have so that's our model well on the way to being textured there's nice variations in the surface quality of the different textures that i've chosen there um but the colors aren't quite right so let's take a look at how to go in and change some of the effects that have been applied to the surface first of all this blade is meant to be kind of like a lighter kind of like blue steel kind of look so i'm going to pop back into substance and the way that we edit these materials is we're going to jump in to the folder that contains all of this information so blade you'll see a little folder here beside my blade layer i'm going to pop that open and i see everything that makes up that material so we have a scratches layer and they're revealed by this mask that's attached to scratches so we can edit those masks by taking a look at them they have different generators attached to them and you can change all these properties to change how the scratches appear to the surface but what i want to look at is a color so this is actually an awkward one that i've chosen as an example but let's take a look at what makes up the color of this so you can see the metal layer here and there's a finish and kind of surface texture applied let's click the metal layer scroll down and actually find this under parameters and then you can see here there's advanced parameters and finally we get to the metal color so sometimes the um aspects will be very easy to see like the color box sometimes it'll be hidden inside all sorts of sub menus so here the metal color we can change this and start editing and the colors of our blade so i'm going to go ahead and do that now one really handy thing you can do actually within substance painter is if you want to get an exact color say to match to your concept art you can go into here my metal color for example click and hold your eyedropper tool you'll see it'll preview any color you hover over inside your window but also outside of your window so if you have photoshop open in another window you can actually color pick directly from your concept art now moving on to our next material here which is the handguard and i can pop that open and you can see it's not always clear what each of these things do so if you're not sure edges you can just hide and show that by using the little eyedropper tool and to the left or sorry the little eyeball tool that will hide the iron and then show the iron so you can see exactly what it is that this iron affects or hear edges you can see what that effect so you could change the edge color by messing about the edges i want to change the color of the iron so that's what i'm going to go into the settings off here the closest thing i could find to a color node on this one was a hue shift you can see i can shift the hue here towards blue by just using that slider and then i can use the saturation to change how concentrated that color is and this is all tied into another material here called the old iron material just so i don't get confused with my windows i'm going to keep closing those folders after i'm done with them the next thing is a leather so hopefully this will be a little more straightforward i'm going to pop open that leather folder and here you can see this is a lot more straightforward it has the damage and the dirt which you can remove and show you can even just hide one completely if you think it looks better without it and which i may do for this one for the damage i may take that away but scrolling all down into the base color here that is what we want to change so i can simply click on the base color find that little base color slot and again if i want to match that to my concept art i can minimize the window click on it select the little color dropper and go over my concept art there just to perfectly color match it to my color scheme if you want to paint some extra details onto your model after the fact you can add an extra layer just by going up to the tool menu here and if you hover over this you see it says add paint layer and then you get a blank layer and you can just start painting directly onto your model and or onto your texture map from there you can even paint normals so here in my brushes i have chosen cracks here so by default it just paints some cracks over the top of my model which gives a kind of cool um effect there but what i could do is dial up the height on my brush here and you'll see that it will actually point normal detail that's sticking out anything that's above zero and anything that's below zero will be uh indented in so you can paint normals using any brushes any alphas and things and you can also paint in metallic and all of those options are available to add to your brush or to your layer as you see fit so that you can really customize um your mesh and get it looking as good as possible so that's it for this video you can see the result by either taking a look in your viewer here or you can click this little camera icon in the top right that brings up rendering in ira and you can see a nice rendered view of your model and you can change all of these viewport settings just the way you can in any renderer i guess the final thing to mention is how you actually get these maps out of substance painter so we'll look at exporting here just click your little ira button to come back into the um scene view i'm going to go up to the left here file and then export textures okay and you see i have my pvr metal roughness and settings i set up at the start that should get me everything that i want choose where you want to save to here if you want to see um how many maps are being output from this template that you've selected you can pop into a list of exports and you'll see i'll get a base color or albedo map an emissive a height a metallic and normal and a roughness map from that so if i didn't want to say my emissive in that which i don't i could go down to my output template and i could remove that here so that's pbr mel roughness i'm using anyway so your file type here png and size you want to um select um after the fact because otherwise it'll just output at the resolution that you're rendering in your viewport here so i'm going to have a 4k texture padding you want to keep infinite for the most part and that's everything set up so now we can hit export and that should export all of those textures and we'll see how that works out in a second okay so hopefully that will export okay as this has and then we can pop into our folder and you'll see those textures exported and we'll now be able to use those in sketch fab or in your unity game engine whatever the end goal is for those textures and that's it for today guys thanks
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Channel: Jonny Shields
Views: 241
Rating: undefined out of 5
Keywords: substance painter, substance, painter, texturing, masks, black mask, sword, model, maya, export, game dev, game assets, photoshop, concept art
Id: HIxDZvVOmPE
Channel Id: undefined
Length: 21min 32sec (1292 seconds)
Published: Thu Jan 28 2021
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