Substance Painter Pilot helmet Tutorial - Part 1

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[Music] so now in paint let's go so let's go file new let's select our mesh I always have my painful mesh l [Music] probably start naming my boots material names that I automatically like actually well so for me my model didn't load Ed up in different Pieces by material and the other reason why it was not loadless the UPS on the face I forgot to have also change the material names out the logo that can work you can see it still had problems I'm going to go here just put the remaining ones in my hand s look like [Music] so the first thing let's reorder the windows a little bit so like that's my properties paint over here and then assets all the way at the bottom them a lay stack on the right so now let's go to view settings we need to use the studio Tomoka I'm going to give you the best color accuracy to blur the environment fridge a little bit [Music] then with opacity we can change like how bright the background is [Music] put the field of view at like 80. [Music] what's the facts let's turn on thick net is to make our viewport look nice [Music] the a license bump that up would this go very high [Music] let's put the quality here very high foreign [Music] [Music] so bent normal that's new I haven't seen that before pretty nice let's go ahead and use that as well foreign [Music] [Music] let's go ahead and make a safe let's call this pilot helmet [Music] [Music] now that we have paint setup I also put the band normal map in here we can start that string so first let's take our face We're Not Gonna actually text you the face itself I'm just gonna pick like a black color it looks a little bit nicer to look at [Music] so we can call that done now we just need to worry about the actual helmet itself I'll start with the helmet itself because first we're gonna do the ladder we can then reuse that ladder on the other pieces and here we just have the biggest review of what's actually gonna look like so to start off first we need to bring some detail match and paint it and take the kefti the bump and the height I'm gonna drag them into my project then also let's open up a reference [Music] so I have this uh back on my second string so I'll kind of have it here as well so you can kind of see what we're doing and what I'm looking at so for the ladder I'm just looking at this piece of letters I really like it [Music] first let's make a smart material base [Music] I'm gonna call this base fail use [Music] step the color foreign like that it's gonna be a little bit lighter that look should be off so that's all looking good [Music] so let's call this base so we'll use let's call this one base instead [Music] the normal out not using that lift the height and all the stuff in because we'll be using that later [Music] then over here we're going to track a hsl in [Music] it's called disk variation [Music] so we need to set this to pass through first we're gonna darken it let's actually go darken is that a black mask fill [Music] and let's just do a basic Cloud fill and put this to a drag plane foreign [Music] let's try a different cloud I'll go with this one I think this one looks most like leather so like that okay [Music] that's a little bit too strong the effect [Music] settle let's duplicate actually first let's go to roughness I'm gonna do a new filter so [Music] this one should be on the roughness and we also need to go here so this is the best screw make this darker now we get the same variation as in the color and the roughness [Music] so now let's copy that call this lighting [Music] foreign [Music] generate in here procedural however you want to call it [Music] the balance down a bit with the rotation maybe more tiling these are gonna be our light spots pump up the lightness and saturation a bit maybe something like that foreign [Music] ers I need to make this a lighter [Music] you can see now we have pretty good base for the leather already so I'm going to group these together because lighten actually let's not approve the group together do a duplicate and do one more let's call this a saturated and this one we're just really gonna push that saturation up then let's pick a grinch maybe that one looks pretty cool [Music] look at that way down maybe something like that [Music] I'm gonna add a new fill put this with this multiply this is just gonna take away from that [Music] so now you can see we get these saturated spots crease or decrease the amount by adjusting this come on dialing a little bit that we need to decrease data effects drawing strength [Music] let's try making this one more small something like that so now we got some nice saturated spots [Music] also I'm gonna just the roughness on that [Music] maybe some very shiny spots [Music] I mean not to shine something like that [Music] so that's already looking pretty good so let's call that done for now and we need to do a pretty important step [Music] numbering our baked mat into this let's do like a folder called this baked nuts start with curvature [Music] go to effect to hsl [Music] tried a little bit different than how I usually do it so base color add black mask fill and put the curve chair in there what is the best room [Music] [Music] foreign [Music] do it you can do it the way I normally do it then we just take the curve jump put it in the base color and then roughness and in basically we put this on overlay don't Nest down to something like 25. [Music] then we get some of that sculpted detail back in our texture it's going to add some nice depth here you can see like the leather detail that we sculpted coming back and we need to do the same for a roughness so overlay [Music] it see what it does just makes everything look a little bit nicer [Music] and let's do the same for our ambient occlusion so for this one I always do with the hsl Is AO black mask I feel [Music] I just put the ambient occlusion in there invert and just put the lightness down a little bit and I like to bump the saturation up a little bit [Music] go to these settings as the AO be a little bit less strong in the viewport [Music] so now what we can do [Music] you can take back the maps click instantiate the cross texture sets don't need in the face it's just gonna duplicate it to each and every text you set that we have so if we go take a look here you can see it that effect and automatically gonna use the the right match for the right channels the right text is set I mean as you can see that's really useful now let's get back to our leather material so here I want to make a new hsl [Music] all this Q shift one this one we're just going to take the Hue shift it so what I'm looking for right now we have like a red then I also want like a green so that's going to be a green hue then I also want a blue hue and try to get all the kind of primary colors in there [Music] but I have this one let's add a black mask add fill maybe try that one the one looks pretty cool let's do it right planer put a tiling way down and the balance way down okay this is not the one let's try and do it for so something like that want this to be a very very subtle effect foreign [Music] [Music] a little bit [Music] and then right here and take that basically just put it away down maybe to something like 10. now you can see we got some very subtle U shifts now ladder we have a little bit of green it's a bit strong maybe like eight now I'm gonna actually we don't need to delete that we can control alt C add white Max and Ctrl alt V that's going to paste it into the the mask so you can see one thing that's important that we rotate this it's different maybe change the balance a little bit and change styling a little bit [Music] then we're gonna put this one maybe it's six five [Music] I think we need more contrast to this one uh maybe more time let's add the fill multiply take a little bit away from that succeed now you can take a little bit away from that we got some nice blue spots I'm just going to put that down to 10. take a look [Music] so the idea is that you don't see it but it's definitely there it's changing a little bit cordless it's gonna add some nice variation put this to seven turn this one up to 11. [Music] please group them together so the best room let's call this you [Music] should name our lace properly [Music] and finally I'm gonna go to effects do contrast pump contrast here a black mask fail and get like pretty cool orange here something that hopefully represents a leather a little bit [Music] [Music] maybe I'll try that one so now for this particular piece I don't necessarily want to put it to dry plane this one we actually want to have the [Music] UV cuts I have a little bit of a different look because let's say this like a leather strip that leather strip wouldn't have like a spot right here because it's got out of leather right [Music] that [Music] just messing with contrast a little bit and we can adjust the intensity of that now we already have some really cool looking ladder it's now the first thing I notes it's uh it's a little bit too dark it's just the base values and whatever thing that we can do is just take a color correct put this all the way on top put this in its own group yes correction oh that's because I just then over here let's put a hsl it's gonna be the first one that we start with so here we can just bump up that lightness personally put this to pass through then over here we can adjust the the lightness of the material and let's actually put that above base and we need to group this together [Music] oh this is a ladder so one thing I saw in the the update of paint supposedly we can add adjustments to this let's do a group so I'm going to see that works like this maybe add sure how that works [Music] I think we can just click add filter let's see now we can track a hsl in here yeah that's pretty cool so we don't actually need that adjustment group anymore it's gonna be nice [Music] wish we could name them though this is going to help keep our laser a little bit more minimal which is great actually will it we cannot even collapse this into a new filter [Music] so I'm not necessarily convinced she cannot collapse it and if proper naming and we add a mess yeah to me that's pretty useless because we don't get the control that I'm looking for with this let's say if we don't want to mask this do not have the effect everywhere we can still do that I don't want to lose there the flexibility of that so we're still gonna do it like this [Music] maybe we can increase that value a little bit now I don't necessarily want to copy this one for one because I do want to give this a more worn out look [Music] also I think we can increase the Q shift a little bit I think we accidentally deleted that so just did undo to get that back we have a huge shift again and let's move this out for the hsl as well group this call this it just and that's true and put the lightness up again so here I'm gonna make this effect A Little Bit Stronger [Music] I think you can tell this weight is strong right now we get like the control of both a little bit better no group maybe something like and just really subtle [Music] away [Music] that one's fine [Music] so I'm also going to mess a little bit with color correction with contrast maybe a little bit maybe mess with saturation [Music] I think that looks good enough for now [Music] might adjust that again later though [Music] now in our base [Music] make a new fill layer and group that call this details and do a black mask fill let's call this detail mask [Music] it's now in our project [Music] foreign [Music] [Music] [Music] I can see we get some nice looking details again don't put this on UV projection needs to switch when you get to a new plane of ladder [Music] so so check out the other ones that one looks pretty nice as well the one doesn't look good it sounds a little bit more subtle [Music] I'm gonna take a zoom up see what we're trying to achieve I think this one will be the best one foreign [Music] height let's add some height to it just looking which way I have to push then I think that way it can be a little bit challenging to see go with that [Music] so I'm gonna see if I can contain it all in one layer so we can do a hsl [Music] it's not going to be the color and I once followed the same logic as here as we do the color and the roughness this will keep it nice and consistent [Music] so we're gonna set this to pass through and pass through [Music] so I don't like how that works [Music] prefer to have that inverted so we can do a level [Music] it's not a filter left go ahead and do a level and invert so now we can darken the in-betweens let's take a look at our height gonna read just that push them cavities in then we also want to make them dark again if you darken stuff or sometimes it's a good idea to bump up the saturation so it doesn't just look black so if we don't do that 0.5 see this looks pretty boring and black a little nice [Music] so maybe the effects a little bit too strong let me dump that down then pump up come down the height [Music] do that we'll just do it through the height intensity here to keep it nice and subtle [Music] that looks pretty nice [Music] so now what we have to in our roughness Channel we need to do the same so let's do it fail no uh add filter hsl it's gonna be in roughness could do roughness and put that the best through m estro [Music] we just won't make that less tiny [Music] that's a little bit much [Music] foreign [Music] a little bit make this more rough see that's starting to look pretty nice [Music] so one thing I'm actually gonna do is I'm gonna control see fault the TV because we need a mass and Ctrl t [Music] so now instead of having a whole B idfolded you can just have one layer called details [Music] but I will lay stack a little bit more minimum so that's good the only downsides that you cannot really tell that this is a color in this roughness like you have to know that so you have to look here I wish we could rename this stuff we can't [Music] we can also still uh make adjustments to this if we go to a detailed mess you can still check out the other Maps see how that looks actually I think that looks a little bit more nice I feel like this one looks very strong and big this one's just very nice and subtle but maybe we can achieve the same with this one we go to levels we mess a little bit look at that [Music] see we can very quickly get different types of leather looks messing with the levels [Music] so we can do a duplicate [Music] this one let's use the one let's run a little bit with these levels and it will get something that we like I think like that starting to look pretty nice for this one we can make it a little bit bigger maybe zero points eight [Music] same for this one [Music] you can put contrast on this try making this a little bit pick him maybe [Music] so we can switch between the two see which one we like the best definitely think this one looks a lot better going to delete that one [Music] let's do this again and check that height one that won't be interesting if we mess with it density Maybe [Music] this one I think first we need to do a filter do I hide first on it even everything out you can see we can mess how much of that height we want to have come true maybe like that over here we can adjust the levels that [Music] so very interesting leather look as well I think foreign [Music] [Music] to mess with all the stuff and see if you can come up with something that looks very cool and interesting this one's not really gonna do anything for example we could throw a war on this [Music] this way we can make the leather details look a little bit more worn out maybe something like that see how that changes the details a bit [Music] so I definitely think that's the best one though so we're gonna go with that I want to see if we can get like a little bit of a bump in the middle of there [Music] so maybe we can try duplicating this one and this we put the bump this time we don't invert it I only want to get like the middle part right there when they will filter [Music] out that bump very important don't change anything here I just want to add a little bit of height [Music] now you can see we get a little bit of a bump to the ladder which looks pretty nice it's a little bit too intense and we can try it without the blur or two levels yeah I think that works better one thing that's important make sure that you use the same skill otherwise it's not going to match up [Music] and then in the height here you can just adjust the strength of that I think that leather looks very nice see now it has a little bit more of a bench it's still very nice and crisp [Music] I'm just gonna call this details bump [Music] also I'm gonna put all the project files like the whole paint file and the smart materials that they use in this stereo Open my page and on patreon so you can download them [Music] so if you want to have a look at that or just reuse some view you're free to do so they're not going to use the the same detail map I'm gonna replace them with the free one from painter so obviously I cannot give you a date Alpha so that's looking pretty good now don't like the roughness breakup on this that's gonna be lightening and the second one let's make it less obvious [Music] maybe we can just that a little bit like that [Music] foreign [Music] [Music] this one [Music] foreign [Music] [Music] spell this one stitches [Music] follow this one remember the lightness and saturation with this investor in the color Channel saturation is being more and let's do a mass column with the color selection let's take a stitches column it's looking pretty nice [Music] let's do a new hsl this one's going to be for the roughness foreign [Music] I think it might be better this one in particular the levels you also cannot rename those that's okay just l [Music] should be adding this here not from the mask [Music] foreign [Music] then roughness put this capacitor [Music] I can see that we get very rough stitches [Music] it's a little bit difficult to see actually now you can see very glossy not a super rough which is what we want for stitches gonna be some nice breakup [Music] now if we want we can push this in a little bit close stitches [Music] with this pass through base color as true so we can now call this base we can duplicate it foreign [Music] [Music] this one no it's just a height I'm going to be punching this down [Music] now what we need to do is we need to add a filter take blur I want to just blur this out and we need to do one more thing at color selection and select that color again then here I think we need to do subtract now you can see we have like an area around stitches that we can control with the blur here maybe let's try something like this [Music] or like that outline I'm gonna add one more blur to transition less hot blur [Music] very subtle [Music] foreign [Music] like that and we can just reach that that blue now you can see punch the stitches in a little bit [Music] I'm gonna make them look a little bit more with into place and we can adjust that effect so in the height mess with that another cool thing uh good color here hsl [Music] foreign [Music] [Music] [Music] [Music] yeah I think that works okay now we can give like a little bit of an ambient occlusion almost with those stitches make a little bit darker just help make them feel a little bit more grounded see this looks very out of place now they blend in a little bit more natural [Music] so now we need to do like a nice row Edge to do that you can just take all this group this together call this ladder now we're gonna duplicate that Ctrl d let's call this under letter select the name suggest move this under the ladder and disable the ladder itself so for this one we're gonna adjust the base values this one needs to be very rough state color [Music] that looks nice [Music] and the darken I'm going to adjust this a little bit it's more tiling [Music] same for the lighting styling [Music] and same for saturated maybe adjust the balance we don't need that one here [Music] I really like this little spots like a little bit more [Music] I want to see if I can find a better noise for this I'm gonna prefer Berlin in here [Music] get a little bit more control then let's take that effect [Music] let's load effect I'm just looking here to this Edge let's mess around with the huge if that actually we can keep it okay so now we need to go to details let's first get rid of the details bump and in details we're gonna replace the detail mask this time we can just do it with uh like a third generator that's fine just dialing just contrast and balance [Music] see that's done to look really nice and messy I think we can do a little bit more height on this I'm gonna go to height and increase that like that [Music] I think in adjustments [Music] now in adjustments in the color correct wanna decrease the contrast a little bit so something like that it's also set the background to be a little bit more like a reference foreign [Music] looking good we want to have this basically everywhere [Music] for now we still need to do like the whole selection let's actually do that right now let's do Ctrl G [Music] let's call this ladder now let's do the last bit color selection this this one then now stitches foreign [Music] selecting the wrong ones then under tolerance [Music] and sadly I haven't found a good way to get rid of those white lines this and try to select those colors in between and it's going to select a branch for other stuff most of the times [Music] if you usually I just can't ignore that [Music] and all the way at the bottom make a new layer needs to be out of the ladder then go for like a black then put the roughness all the way down then you don't really notice it's too much one thing that you can do is to to decrease that effect even more call this background is black [Music] we can call this let's say Browns foreign [Music] just select a color like that then anywhere where you have this you can do black mask and you can just paint that like that so now I'm not going to be too worried about it I'm just showing you some techniques that you can do now let's put our ladder back so the first thing you can see the height is messed up because the height from the in the ladder is coming true which we don't want so we can go to height I think we can set space to replace that will fix it I can see it's being replaced so now let's go ahead and mask with color selection let's select our top leather layer foreign [Music] [Music] let's just put that on top of the ladder and a customs empty so I'm gonna delete [Music] foreign it [Music] put the saturation down maybe push up the lightness a little bit I think that looks very nice then one thing that you can do you don't like the transition between the two go and let the ladder face and base values now you can put like a base height if you want just gonna switch up a little bit see that's pretty nice I'm trying to looks everywhere I think we do need to keep the stitch in there otherwise that it's gonna look weird [Music] so for here we can push tolerance up quite a bit till it starts messing up this selection here it's gonna respect the selection so we don't need to worry about it selecting anything else I think that's a little bit too much just to say let's bring that down a little bit Let's see we got some stitches not being selected let's add that color as well we need to do the same here the same here still doesn't seem to work because we need to do it in our letter as well [Music] this can be pretty annoying really avoid [Music] so now we can quickly switch off the the height the base value you can see how that looks the difference for me this just finishes everything in a little bit more nicely as you can see get that nice sharp edge [Music] so another way to fix all these little artifacts you can go to ladder top one you can do a paint just paint that out like that [Music] then you can do it like that on the downside of this is though right now we get all this open the ladder around the stick that's a different color so it doesn't really work nicely I'm not gonna do it like this [Music] go to here call this ladder [Music] I'm just going to take base color of the ladder not a white mask and it's going to be like the the base of our background layer you can see that helps quite a lot I'm not really feeling the height in those stitches because of the base value height [Music] so one thing that we can try to do again [Music] now we paste values we can make one on top call this height a mask with color selection actually I don't think that works either we can try [Music] foreign [Music] get rid of the height at these are the stitches stay nice now one thing that we need to do to really bring this material to life if we take a look at the roughness still looking very boring also I'm gonna call this top let it a little bit of uh different naming going on some variations the hsl let's call this one roughness [Music] not the roughness just make this way darker like a black mask look for interesting wrench I think that [Music] the one that we used early was pretty nice I think it was a noise yeah moisture right that one at film [Music] again we don't necessarily want the things to blend I'm Gonna Keep like that [Music] let's start off with some subtle break up like that maybe a little bit bigger foreign [Music] this is going to be our first roughness breaker again still looking pretty and interesting then we duplicate it [Music] call this roughness too [Music] I'm picked like a really cool interesting pattern [Music] maybe something like that [Music] [Music] don't want to get this little shiny now we got some nice roughness breaker group this see the difference I think that's pretty obvious this one looks way nicer it looks way more interesting it's got this roughness he could change the strength if you'd like [Music] so something like that looks pretty good so far then we can do one more thing to make the leather look more worn out we can go to top ladder [Music] fill actually um let's go to smart masks [Music] it looks nice one usually this one works pretty cool you need to invert that I can see we can make it look a little bit more worn out by having that in the lattice show true problem here it's replacing some of that edge with the ladder something we definitely don't want [Music] so let's just set the to multiply so it can only take away not at [Music] can mess with the values and allowed to take news though we can fix that we can do it color selection [Music] put that through a value that I have to look for lighten and I see it doesn't take away any stitches [Music] I really like that one too much though see if we can fix it by hand [Music] foreign [Music] like this already looking a little bit better I know it looks kind of strange but we're gonna turn this way down [Music] so now that we have all this first thing I'm gonna do is add a fill on top multiply [Music] and you like clouds [Music] tiling a little bit and the balance [Music] see that takes away a little bit that's adding as of course being inverted then we gotta put on subtract I think [Music] okay now we can take away a little bit of that already nope still adding multiply [Music] look for the right one you replace foreign [Music] I can take away a little bit of that [Music] and all the way I hope we can do another fill and multiply [Music] oh I think I think we're done D5 as well okay uh still not the one that I want [Music] okay this one's working [Music] a little bit not getting the result that I want I'm gonna say this again group this again I mean top letter [Music] call this base mask [Music] then over here we can just start taking away some stuff from this [Music] maybe we can try that one foreign 's pretty cool already [Music] became a little bit too noisy though I'm gonna put this on replace as well [Music] foreign [Music] [Music] stuff away [Music] we can do a fill they are not able to do that okay it should be white we wanted to be it's visible [Music] [Music] so with this one now we can take away length of that now you can see we can kind of bring in some Slow Wind there just like that and we have a little bit showing through it's pretty nice [Music] see if we can mess around with basically with some height Maybe I think that's just I'm not noisy yeah let's not do that [Music] I think that's enough work on the on the ladder for now we can pick up the ladder later again let's go ahead and work a little bit on the other materials now I'm gonna do that really quickly [Music] block something out [Music] I'm gonna take our top ladder let's duplicate that and move this all the way to the top [Music] let's give this a cola let's move this above put a new black mask [Music] with color selection let's work a little bit in those let's call that strap now to save time we're not gonna redo all that stuff that we did a little bit of stitches value just color then we're gonna need to adjust uh I say it [Music] is I'm gonna go back a little bit I want to keep stitched and then we can use it for the over there put that roughness right down [Music] and this time stitches can come States that's cool you don't need less roughness it's gonna be the same [Music] it should be darkened [Music] if this one's definitely going to be the easiest just go mask this out to edit I'm gonna go ahead and do that probably be a little bit easy in the texture View [Music] put this to UV [Music] so the way that you deal with these little stripes stand dependent sometimes the the background works better sometimes you see just to mask it out [Music] show why it's not letting me zoom in [Music] [Music] foreign [Music] foreign [Music] step though fixing those lines so now this should look way better yeah it's looking way nice [Music] foreign [Music] [Music] now we do need to blur this a little bit out [Music] like something like that [Music] I think we can increase the strength of this effect it's not looking good right now push that out a little bit with levels so let's push that out [Music] doesn't matter if it crosses there the UV remember we have the the base mask of the straps go respect so now we can do another blur blur that out again then we can change the range by just in this one not just these values a little bit it's looking better [Music] I think just a little bit too saturated the underliner [Music] top here and push down the saturation more like that [Music] so the way that I like the work is to going to have everything go at the same pace so I don't just want to finish off this text just said I'm really focused on one material at the time I want to kind of fill out everything so now we're gonna go to the mask but before we do that we're going to go to the helmet and go into a layers and take this ladder great smart material crash so I'm gonna try that again just add attempt to notice there's another final material that's just a temporary one so this time it worked out fine so now I can just easily drag and drop that in any other set without having to copy and paste that all the time so let's go to mask the mask is like a way different leather type I think at least for me it's not too important to get the material a thousand percent right all the time like I'm pretty sure this leather so it looks like leather to me so we can just go with that so one thing that's important I drag it underneath the baked map instance that's gonna apply all the nice effects that we have in there I can see nothing happens this is right because we have found mask go ahead and clear that now we have the top leather base mask clear that as well is that a white mask [Music] so now over here let's do a mask [Music] thank you [Music] comes a little bit hard to see we can go ahead and disable some other groups [Music] foreign [Music] that's all I think I'm just gonna go to a picture with good quality so that's this one order in the ladder for now just gonna be worried about the top and go to the base value click this little drop icon and pick a base color so you won't try to not get the lightest color also not get the darkest colleges and try to get a color in between and the one works right well maybe a little bit lighter again remember this one still has a lot of stuff going on I feel this it's just in the color and whatever [Music] I think the the detail Mask doesn't work as you can see this looks quite different it's less strong as well let's just go ahead and close the base it looks nice now let's go to detail first we can get rid of the digital bump we don't need it for this one [Music] just think this one the height might work pretty nice just more subtle foreign [Music] height itself I'm not sure if this one's actually gonna work disable the levels if you like looking quite different here yes this one doesn't work [Music] and try to bump maybe we're just gonna use the same one and adjust the island to make a little bit more stretchy foreign [Music] things as you can see here it's actually the the details become lighter let's first go ahead and do that also become less saturated I think [Music] search painter for a new one go ahead and type a letter I think this one might work better the other one looks a little bit more like what we want and stretch that a little bit the rotation looks right that looks pretty good to me foreign the first thing that I notice is it's looking too glossy right now I do want a little bit more saturation and go here just a separation maybe something like that and let's down the glossiness a bit [Music] see what happens if we invert this that doesn't come better you can mess around with slider a little bit like that now you can see how we just created this new material no matter of uh like five minutes it's looking pretty nice and good just by reusing what we already have so that's one important thing you always want to try to keep reusing your materials so you can save some time let's go ahead and work on the in the ladder a little bit at first we need to define the top ladder [Music] so this one's like our wear mask what happens if we disable that [Music] so let's do a new group let's call this top leather base mask [Music] I wish there was like a better way to do like this nested masks but for right now I don't think this is the best place just to keep regrouping it [Music] and then just do it like that okay now everything underneath this is going to be out in the ladder so I do think the the height is popping through again [Music] and height we need to set the screw replace as well correct [Music] so this one because the textual density is like almost twice as high we need to go to top ladder mask in the land ER then go to the detail click take a look here Beetle mask because it's twice as high we need to up the tiling a bit maybe less than minus 40. and 50. [Music] now that's gonna look a little bit nicer so for this one I'm just kind of looking at the Edge where let's see if we have a good one for that I think this is the best one that we have for it so it should be like a lighter but pretty saturated green a little base value start off with what we have already that looks like it might work [Music] it's looking pretty okay do you think the height is a little bit too aggressive on the details I'm gonna go here it's gonna do it in here height and push this down just like that that's okay just this one I want to have a little bit more edgeware so we're going to go back to a top ladder mask then top ladder three names to hatch [Music] where [Music] you do this mask a little bit more clear so this one's going to be this mask just gonna add them like in Little brackets try to clear up my paint file it's important to have very clear naming so people don't get confused also I'm gonna be sharing the the whole paint file everything so you can take the materials if you like or just have a look at how everything's built or can play with it the the patreon if you want to to get it just head over there and I'll upload the files there and I'll leave a link in the description for that okay here let's first disable this fill I'm not trying another generator [Music] and make this a little bit smaller and just put it to the side a second string I'm gonna have it up pretty big [Music] so let's look for an edgeware can do something like this right Edge and see all the edgeware masks that we can use I think this one might work good let's try this one [Music] actually let's try that one foreign [Music] [Music] foreign [Music] [Music] like the beauty we can really quickly just do different ones and see how that's looking also if you don't want to invert uh no we do need to actually foreign [Music] so I'm just gonna try a few and then choose which one I like the most do you think it's probably gonna be this one again [Music] don't necessarily like how tight this one is though [Music] actually let's go with the gun edges to get like some nice little spots you want to have some nice little wear to it as well don't like these scratches and do them really subtle but not too much foreign [Music] [Music] [Music] then I'll make some adjustments needs a little bit more I think that looks pretty good do you want a little bit more edgeware on this [Music] so what we can do is we can just do add the generator put that one there Builder [Music] I'm just gonna try to get some edgeware in here foreign [Music] can build your own smart masks by the way if you're interested in that it's how you would do it [Music] foreign [Music] [Music] foreign [Music] [Music] foreign that will work pretty nicely [Music] so now that we have these two maps you can also give this like a description like Edge [Music] the weekend now that we have these two we need to combine them so you can see it needs to be black to take away some of that so everything here needs to end up looking like so we're just going to blend modes and just use the arrow keys to go down to get something that works now you can see we can take away a little bit extra for first mass if we take a look at this we're taking away and we have a little bit more edgeware so now at this point I I want to see how everything looks together then we can just go ahead and put the global balance or put it down kind of mess with it that way that that's pretty nice I do want to take a little bit away here so we can just go in here do a paint foreign the power of substance really shines that you do a lot of procedure procedural work and then you just clean it up with some paint I I used to do it one for everything I do it's a nice subtle brush [Music] the white we can go over it make some place a little bit less intense that generated that we created this is gonna nicely break up the the mask the one lift some of that in there [Music] do like the the way let's go like that so you can see it just makes a little bit much at all you can also just add some we have to do that in the [Music] so now it's adding maybe I missed clicked so if you want you can kind of add some hand painted stuff to play and whatever I think that looks pretty good let's give it a quick look everything's kind of coming together very nice so I definitely think the next thing should be the stress just going from the the biggest shapes to the smallest shapes [Music] foreign [Music] [Music] [Music] this part so let's go this side [Music] and this one should be Main ly one below let's actually start with out the second mask you can just drag this out and delete this one [Music] oh that's a nice Center let's do the color selection mask we can tolerance a little bit here [Music] which I just want tolerance to go as high as can with in any other stuff so let's look like that we also need those stitches in there actually [Music] okay so let's do the fun stuff [Music] still have nested mask [Music] let's go right away and add a color selection to that one [Music] so my favorite part is just doing the the base values and the details and grab one of those actually we can just leave it like this just needs to be pretty similar to that one but more light so I'm just gonna up the value maybe down the saturation a little bit [Music] actually keep the saturation pretty high we can always come back and mess with these values and go ahead here and you just a little bit how I view the model here table that bend normal that but a little bit less foreign [Music] okay so let's do the details this one's pretty straightforward it's like canvas fabric type so I'm going to use a texture map from texturing XYZ again as I think that the maps are really nice quality as you can see here there's one problem though if we look at these details it looks close enough to disk but this one's very ordered and this one's very messy so we do need to take that into consideration we can work around that one thing that we can do is just put it in your library so it's always there you don't need to import it every time [Music] if I go for canvas you can see it right here let's go to the detail layer [Music] don't like how we have to look for that though so I'm just gonna change the color so it's a little bit more clear where it is [Music] let's get rid of all this stuff just put that in here foreign that's looking pretty good first thing I do things we need a little bit more contrast on this let's do a levels something more like that [Music] also invert this [Music] so you can see it looks uh more or less like it but it's very very very clean the first thing we need to do is of the height that's already helping [Music] see it's still not looking as nice
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Channel: TriGon
Views: 22,782
Rating: undefined out of 5
Keywords: 3d art, 3d, zbrush, tutorial, how to model, moddeling, 3d moddeling, game art, game dev, zbrush tutorial, maya, games, Trigon, trigon art, substance painter, substance painter tutorial, texturing tutorial, how to texture game models
Id: VsQsAKGNoHs
Channel Id: undefined
Length: 114min 44sec (6884 seconds)
Published: Mon Jan 16 2023
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