>> In this video, we are going to walk you
through your first steps
with Substance 3D painter.
Painter allows you to paint on 3D models
using a familiar layer based workflow.
A project begins by importing a 3D model
and using the automated baking tools
to create information about the model
that can help in the texturing process.
The 3D view showcases your model in 3D space and
allows you to paint directly on the 3D model.
The texture set list represents materials
that were assigned to the 3D model
when it was created in a 3D modeling
application such as Maya or Blender.
Each texture set has its own dedicated
layer stack, where you will work
to create textures and materials
for your project.
The properties panel allows you
to make adjustments to parameters
such as changing properties on a brush.
The asset panel contains various
content such as materials, brushes,
and textures that you can use in your project.
Now that we've taken a quick tour of the UI,
let's dive in and texture an object in Painter
as we take a hands-on approach
to learning the tool.
So let's go to file, new, and for the template,
I'm going to use the first option
here for PPR metallic roughness.
For the file, I'm going to
navigate to the content folder
and use the roller skate 3D model.
We'll click open.
Here I'm going to set my document
resolution to 2048 and I'm going to make sure
that these options here are disabled.
So I'll click okay and Substance
Painter's now going to create the project.
So you'll notice here that
I have a 3D and a 2D view.
In this course we're only
going to work with the 3D view.
So here, towards the top of the UI, I
am going to switch the view to 3D only.
Now to navigate the 3D view,
you can hold down the Alt key
and use your left mouse button
to orbit the view.
Using the Alt key and the
middle mouse button, I can pan.
And using the Alt key and the right
mouse button, I can zoom in and out.
You can hit the F key on the
keyboard to focus the view.
Now the 3D view is lit using an environment map.
So I'm going to come over
here to my display settings
and in the environment settings you can see
here that I have an environment map option.
I'm going to turn the opacity
up and the environment blur down
and here you can see this
environment that is lighting my scene.
If I change the environment rotation,
I can change the lighting
direction here in my viewport.
If I want to change the lighting, I can
come over to the environment map button
and click this option and choose
a different environment map.
For this course I'm going to
stay with the default panorama.
I'm also going to take the environment
opacity and set this back to zero
and then close the display settings.
To rotate the environment with the
keyboard shortcut, you can use the Shift key
and the right mouse button left to
right to rotate the environment.
Next I'm going to come up to the edit menu
and I'm going to choose to bake the mesh maps.
Here in the output size, I'm going
to set my resolution to 2048.
Now here in the options, I'm going to disable
this normal option as well as this ID option.
We're going to leave everything else at the
default and then choose bake selected textures.
Substance Painter is now creating a series of
maps that contain information about the mesh.
These maps can help in the texturing process.
For example when using smart
materials to apply details based
on parts of the mesh, such as the edges.
Now we're going to start
adding materials to the skate.
Here in the assets panel, I'm going
to select the smart materials.
And in the search I'm going to
do a search for steel, dark,
and here you can see that
we have steel dark aged.
I'm going to left click and drag and drop
this material here to base of the skate.
I let go of my mouse.
The material is applied.
You'll notice that the texture set
list is selected, which is base,
and now the smart material has
been applied to the layer stack.
Our material is a material
built from a group of layers.
You can save a group of layers as a
smart material to use in any project
and they are a great way to get started quickly.
Now we're going to mask this material.
So here in the group I'm
going to click this option
which allows me to create a geometry mask.
Here in the properties here
in this list I can see all
of the mesh parts in the base texture set.
Holding down the Control
key and left click and drag,
I can quickly deselect all of the mesh parts.
In the 3D view I can click the part
where I want the material to appear.
I can also use the properties
to select mesh parts as well.
Here I'm going to choose
the axles and the brackets.
Once I've made my selection, I can
exit the mask mode by coming over here
to the material icon and left clicking.
Now you can see that we have masked our
material to specific locations here on the mesh.
So let's continue the process and
add some additional materials.
I'm going to jump back to the assets and here in
the search I'm going to do a search for silver
and I'm going to use this silver armor material.
I'll left click, drag and
drop that here to the base.
You can see that a layer is created.
I'm going to jump into the mask,
hold down the Control key, left click
and drag to quickly deselect everything.
And now I'm going to enable the bearings,
bolts, bushing connectors, nuts, eyelets, hooks.
And that will take care of
all of the selections.
I can exit the mask mode by
clicking the material icon.
And here we have applied another material.
We now have two materials
on the base of the skate.
Now let's come over to our assets.
Again, I'm filtering based on smart materials.
And this time I'm going to type in plastic used.
And I'm going to use this plastic used material.
Left click, drag and drop
here to the base of the skate.
You can see it's now on top of my layer stack.
I'm going to enter the mask mode
once again, Control left click
and drag to deselect all of the parts.
And now we're going to select the
wheels, the bushings, and the stopper.
Now I'm going to exit the mask mode.
At this point I would like to make some changes
to the layers that make up this smart material.
So I will click the folder
to expand the layer group.
Here I can see that I have a layer.
I'm going to select the layer and
the layer properties are shown here
in the properties panel.
Clicking the material tab allows
me to view the material inputs.
This layer is called a fill layer.
You cannot paint on a fill layer, but
you can fill the contents of the layer
with different information
like color or roughness.
In my case I want to change the color value.
Here you can see that I have a color scheme
image that I've created using Adobe Color.
To set my color I'm just going to sample
the values here from my color theme.
So I'm going to move this
over to my other monitor.
I will come over with the base plastic
layer selected to the base color
and I will click the color swatch.
Here I can choose a color or
I can use the sample tool.
I'm going to left click and drag.
As I drag, the sample is
being chosen and I'm going
to sample the yellow value from my color theme.
And with that in place, I've now added
the materials to the base of the skate
and I've changed the color for
the wheels, bushings, and stopper.
Now let's take a look at texturing the boot.
Again, in the assets under the smart
materials I am going to do a search for leather
and I'm going to use this option
called leather calf grain.
I'm going to left click and drag
and drop this material to the boot.
Here you can see that the upper
texture set was automatically selected
and the smart material is
added to that layer stack.
Remember, each texture set has
its own dedicated layer stack.
So now I'm going to make some changes.
Let's expand the group and here I'm
going to take a look at this base layer
and I'm going to change the base color.
Going back to my color theme, I'm
going to select this light blue value.
So I'll move this back to my second monitor.
I'm going to select here the color, use my
sample tool, and select that light blue value.
Now this smart material also has a dirt layer
and I'd like to change the color
for this dirt layer as well.
So I'll select the layer.
I will select the base color.
And this time, I'm just going to
grab my sample tool and I'm going
to select the preview icon for my base layer.
One last change I'd like to make.
I'm going to come over to my base layer
and here I'm going to adjust the roughness.
I'm going to move the slider towards the left
which makes the surface a bit more smooth,
which gives us a brighter
highlight in the reflection.
Now I would like to texture
this strap here in the back.
I can duplicate layers here in my layer stack.
So with the layer selected, if I just right
click you'll see here we have an option
for duplicate layers.
So I'm going to use this option.
Here I'll expand the group and then I'm going
to come over to that original base layer.
And then on my color theme, I'm going
to sample the bright yellow color value.
Just as I did before, I need to
change the color for the dirt.
And now I'm going to mask the material by
entering the geometry mask, Control left click
and drag to deselect all of the
parts, and then select the strap.
Now exit the mask mode and here you can see that
we have applied a different color of the leather
to the strap versus the actual boot.
So I have a few more materials
that I need to add to this skate.
I'm going to jump over to the substance
3D asset site and grab some materials.
First I'm going to search for rope.
This climbing rope will work well.
I will download the file and it
will be available in the content.
I'm also going to take a
look at a cotton material.
And lastly I will grab a suede material.
All three of these materials will be
available in the content directory.
So to import the files, I'm going to come over
here to file and choose important resources
and then click the add resources button.
In the content folder, we are going to
grab our materials, the suede material,
the cotton material, and the climbing rope.
With all three selected, I'll click
open and here you can see that I need
to set a tag for these materials.
All three of these materials
are based materials so I'm going
to select base material for each resource.
Now I need to select an import option.
In the dropdown you can see that I
have my project or I have a library.
The difference is that if I import
to my library, these materials
or resources will be available
for any new project I create.
If I choose project, these resources are
only available in that particular project.
That's the option I'm going to choose
in this case and then click import.
Here you can see that the asset import tag
is set and here are the three materials.
Because I set these materials as a
base material, I can always browse
to find them by using the base material tag.
Here you can see the climbing rope.
Let's go ahead and use this one.
I'm going to left click and just drag
and drop it right here onto the laces.
I'm going to come over here to the
fill properties and then set a scale.
I'll set this to a repeat value of 4.
Now, as I scroll down here to the material
properties, I just need to set my color values.
And you probably guessed it, I'm just going
to sample these values from my color theme.
And that will take care of the laces.
Next let's take a look at
the inside of the boot.
So again I have my material selected.
I'm just going to do a search for cotton
and here is that cotton technical fabric.
Left click, drag and drop here to the boot.
I now need to mask this material
so I'll jump into my material mask.
Control left click to deselect everything
and then left click the inside the boot.
Now I will jump outside of the mask, and with
the layer selected I'm going to set the color,
once again choosing or sampling from my theme.
So here I can see that it's my mask for
this back strap is no longer working.
And I can see here that in the
geometry mask it's telling me a zero
or all items are excluded.
So no problem, I can just jump back into
here and then select here the strap.
Now I'll jump back out of the
mask mode and we're good to go.
Next, I will look for the suede material
that I downloaded from Substance 3D assets.
And I'm going to left click and
drag and drop that here to the boot.
I'm going to select the properties for the fill.
I'm going to set a scale once again, maybe
a value of three will be pretty good.
Then I'm going to enter my mask mode,
Control left click and drag to deselect,
and then single click on this mesh part.
Jump out of the mask mode.
And now I'm just simply going
to set my material color.
I'm going to set it to that bright yellow.
So here in the material properties
I have a color option.
I am just simply going to
sample this from my color theme.
So now you can see that we have applied base
materials using smart materials and materials
that we downloaded from Substance 3D
assets to quickly texture the entire skate.
However it looks like I forgot
to add a different material
here for the sole of the boot.
Well no problem.
We can do that really quickly.
Let's jump over to our assets and I'm going
to do a search here in my smart materials.
And I'm going to do a search for plastic.
And I think I want a more reflective
material, so I'll start to type in glossy
and here we have this plastic glossy scuffed.
So let's left click and drag
and drop this here to the boot.
This is going to work pretty well.
So I'm now going to jump into
the mask mode, Control left click
and drag to deselect all of the parts.
Select the sole.
Jump out of the mask.
Now I will jump into the layer group.
Here on the plastic layer
I can just set the color.
Going to grab my base color and I'm just going
to sample the dark blue from my color theme.
That will close out this first video.
We covered the basic workflow of
applying and masking materials as well
as importing materials from Substance 3D assets.
Take some time to play with different
material combinations for your skate.
Just make sure it has plenty of 80s awesomeness.
And when you're ready, join
me in the next video.