Using Normal Maps and Anchor Points in Substance Painter

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hey guys have any more confront flip normals here in this very special tutorial we are going to be taking a first look at substance painter this has been probably our most requested solve for ever to actually look into yeah so we are gonna now do that the first stop subject we're gonna covering as for flip normals is going to be using anchor points which I guess is not our most heavily requested feature in substance but very very useful yeah it is it's it's one of these features which is incredibly handy can be quite confusing to actually wrap your head around I find the implementation of it in painter to be a bit honestly a bit confusing and I know other people have this issue as well so let's just go through with this and we'll show you what anchors actually are as we do this what problem is trying to solve so let's make a new layer and let's put in some so some normal map information in this let's actually pick one which is a bit more prominent so we have something here which is pretty it's pretty cool you can just really quickly just drag and drop these these maps into your brush just to very quickly just get these awesome little vents and this is this is quite good but what we need to do is to get this material up and working we need to get the rust the rust mask around these areas as well because right now we have a mask with a curvature on it that sort of applies the paint or chips off the paint or I guess reverse here yeah because we have we have primarily rust then we have paint on the on the edges we want to replicate that where we have normal map information now so what we could do sir quick very easily just add a paint one and you can just simply just paint around where you want to be this is terrible and a very procedural another procedural and time-consuming so we are going to do this in a procedural manner so we are gonna be first for just renaming this layer to so my bolts and then this is where anchor points come into play under the effects one here we can add an anchor point just add an anchor points and we can call this we can rename this to bolts normal the name isn't terribly important if we if you're just running a very simple scene like this yeah the complexity here can increase significantly yeah and if you have multiple anchor points it's nice to just keep them named because that makes it a lot easier to find yeah like I said I find the system to be honestly quite confusing so easier you can make this for yourself the better it is now we go under the masking here we go at the generator for this one we just done a very quick metal edge where for this and the way we do this is enable it is we go under the micro normal if you use height you will go into micro height it's exactly the same system whether using normal map and we're using height nothing so since we use normal we just click on normal and we now select anchor points and we just set the one we had again why it's important to name it because this is going to get quite complicated as we go along yeah and now we go under reference channel and we just gotta set this here to normal again nothing is going to happen because we haven't really activated yet we just set it where should where should it source the data from what we activated is under micro details again under the generator everything happens under the generator and this is where we have to go under micro details and neighbour micro height and now we should start to see something popping up oh sorry microwave micro normal don't go yeah except do the exact opposite where you decide Heights is if you have a high snap and normal is if you have normal yeah so this is this is real cool because now you can start to change the curvature chat intensity AO intensity and this this is data it gets from the normal map we just painted yeah and then everything lives under our mask we don't have to create a different kind of procedural for just our normal map information and we can keep everything nice and kind of clean so really really useful stuff you can also change the curve type just to get different different algorithm for it and you can combine this with high snapping as well so now we have just gone from manually painting this to doing this in procedural manner so we can also we can just go in here and now we can just add more more of these bolts and you get this really cool break up and you get from this and one important note is that the Anchor Point layer the layer that we have here with the Anchor Point has to be below our masking layer otherwise the normal map information is gonna be retained but it's not going to link up correctly yeah so that's also why we're using such a simple scene here with two layers because this here gets very complicated if you if we're doing a lot of this III like to call this extra modeling because basically that's kind of what it is I'm just using normal map information or model this most likely generated from 3d models so if you're doing that it might be good there just to put those all on the bottom to see you know for a fact that they are going to transfer correctly over and these being normal Maps or normal map information on the surface they don't actually deform the surface no that's why the mask with the curvature on it doesn't actually pick it up so anchor points is a way to just solve that problem we'll probably make more advanced tutorials on anchor points in the future this is just a very quick way to use them with normal Maps so not are we starting with more painter tutorials we're very much open to suggestions for what you guys want to see we're working on an elaborate introduction to painter which is gonna be out at some point in the future so very much open to suggestions for what you guys want to see for YouTube or more premium Sorrels yeah so if you want to see more videos make sure to like comment and subscribe and hit that little Bell button as well if you want to get notifications for our videos thanks for watching thanks guys you
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Channel: FlippedNormals
Views: 101,163
Rating: undefined out of 5
Keywords: 3d, sculpting, zbrush, concept, maya, tutorial, autodesk, film, vfx, animation, flippednormals, henning sanden, morten jaeger, creature, character, texturing, substance painter, substance designer, education, foundry, pixologic, nuke, art, fundamentals, art fundamentals, art school, art tutorials, blender, flipped normals, 3d tutorial, learning 3d, learning ZBrush, 3ds max, cubebrush, cube brush, gumroad, marvelous designer, photoshop, mari, blender guru
Id: Zty1TjIOg5w
Channel Id: undefined
Length: 6min 23sec (383 seconds)
Published: Thu Jan 10 2019
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