1 00:00:00,596 --> 00:00:00,756 >> Hey, guys. 2 00:00:00,756 --> 00:00:06,006 Henning and Morten from FlippedNormals here. 3 00:00:06,266 --> 00:00:10,556 In this very exciting video, we are going to take you through everything you need to know 4 00:00:10,556 --> 00:00:13,126 in order to get started with Substance Painter. 5 00:00:13,666 --> 00:00:16,076 It's going to be maybe an hour or so. 6 00:00:16,076 --> 00:00:17,036 >> Something like that, yeah. 7 00:00:17,036 --> 00:00:22,586 >> And it's going to be -- it's going to allow you to be a pure beginner to something 8 00:00:22,586 --> 00:00:26,716 where you actually know how to navigate the software, what the general principles are. 9 00:00:27,756 --> 00:00:31,526 So, before we get too deep into this, we just quickly want to talk to you 10 00:00:31,526 --> 00:00:34,246 about our full introduction to Substance Painter Series. 11 00:00:34,626 --> 00:00:37,566 This video you're watching now is not a free excerpt or anything on this. 12 00:00:37,566 --> 00:00:38,976 This is a whole standalone video. 13 00:00:39,166 --> 00:00:43,356 But if you're interested in learning more about Painter, we have a full course which is 14 00:00:43,356 --> 00:00:47,356 over four hours long which covers essentially everything you need to know, 15 00:00:47,456 --> 00:00:51,136 where we also go through a more project-based approach where we do -- 16 00:00:51,136 --> 00:00:53,746 we texture this fan here from scratch. 17 00:00:53,746 --> 00:00:56,696 >> Yeah. So, if you're interested in something that's more project-based 18 00:00:56,696 --> 00:00:58,566 where you have a one-to-one thing you can follow, 19 00:00:58,566 --> 00:01:02,446 that's going to be probably your next step after watching this video. 20 00:01:02,446 --> 00:01:03,046 >> Exactly. 21 00:01:03,436 --> 00:01:07,786 So, before you also get started with anything in Painter, follow the link in the description 22 00:01:07,866 --> 00:01:14,016 or Google Substance PBR Guide and read these two volumes, Volume 1 and Volume 2. 23 00:01:14,116 --> 00:01:18,306 These are by far the best guides ever written on understanding PBR. 24 00:01:18,376 --> 00:01:22,296 And if you don't know what we're talking about in terms of PBR, you definitely have to read it. 25 00:01:22,296 --> 00:01:25,886 >> Yeah. It's essential for any sort of modern-day texturing nowadays, 26 00:01:25,886 --> 00:01:28,096 especially when you're doing it in Painter. 27 00:01:28,386 --> 00:01:29,106 >> Yeah, it really is. 28 00:01:30,326 --> 00:01:34,266 So, let's open up Painter and let's see what we have. 29 00:01:34,626 --> 00:01:37,336 This is what it looks like whenever you first open up Painter. 30 00:01:37,336 --> 00:01:39,886 We're using 2018.3.3. 31 00:01:40,476 --> 00:01:43,766 And the thing in Painter is you need something to work with. 32 00:01:43,766 --> 00:01:47,326 Like it's not like ZBrush and Maya where you can start painting on nothing. 33 00:01:47,496 --> 00:01:47,706 >> No. 34 00:01:47,706 --> 00:01:48,946 >> We need assets and projects. 35 00:01:49,316 --> 00:01:54,136 So, what we're going to be doing is we're going to go to File, Open Samples and we're going 36 00:01:54,136 --> 00:01:56,696 to go this little nice guy called Meet MAT. 37 00:01:57,086 --> 00:02:02,406 This is a really good project to work with because it's quite simple 38 00:02:02,406 --> 00:02:05,786 but has everything you need in order to get started with stuff. 39 00:02:06,266 --> 00:02:10,536 >> Yeah. The nice thing about this is that all maps are there for you to use 40 00:02:10,536 --> 00:02:14,606 and like it's just easy to paint on because it's got nice UVs and everything's laid out. 41 00:02:15,196 --> 00:02:18,936 >> So, we use this in a full series as well just because it's an awesome way to get started. 42 00:02:18,936 --> 00:02:19,126 >> Yeah. 43 00:02:19,386 --> 00:02:23,106 >> So, you have all the tools you need over here, 44 00:02:23,106 --> 00:02:26,156 such as the painting tools, erasing tools and all that. 45 00:02:26,156 --> 00:02:27,466 We'll get to this a bit later on. 46 00:02:27,736 --> 00:02:33,126 Up here, we have the menu such as saving, loading, quitting the software. 47 00:02:34,116 --> 00:02:35,736 >> Should you want to rage quit at some point. 48 00:02:35,736 --> 00:02:36,506 >> Should you want to do that. 49 00:02:37,136 --> 00:02:41,886 Navigation is Alt-left mouse button to rotate. 50 00:02:42,706 --> 00:02:46,556 To zoom, you hit Alt-right mouse button and drag. 51 00:02:47,176 --> 00:02:50,066 And then to pan, hit Alt-middle mouse button. 52 00:02:50,356 --> 00:02:51,726 Now, you can pan around. 53 00:02:52,556 --> 00:02:58,066 You can also see we have a split viewport here where you can see the UVs and the 3D model. 54 00:02:58,186 --> 00:03:00,186 I don't really like to work like this. 55 00:03:00,186 --> 00:03:02,716 I generally prefer to see the full 3D viewport. 56 00:03:03,126 --> 00:03:09,096 So, you can hit the F1 key to have the split viewport which is what you're currently seeing, 57 00:03:09,306 --> 00:03:13,726 F2 for the full 3D view and F3 for the 2D view or the UV view like this. 58 00:03:13,886 --> 00:03:17,136 >> Yeah. Most of the time, I mean, seeing as it's a 3D painting software, 59 00:03:17,136 --> 00:03:19,096 you'll probably be using the 3D viewport. 60 00:03:19,306 --> 00:03:23,796 There are instances where the UV viewport is useful, like stamping on logos or something 61 00:03:23,896 --> 00:03:26,466 when we want to be more precise with lining stuff up. 62 00:03:26,756 --> 00:03:28,426 But most of the time, it's going to be this viewport. 63 00:03:28,696 --> 00:03:31,766 >> Yeah. So, you can also drag stuff around. 64 00:03:31,996 --> 00:03:35,476 So, this is really cool and you are definitely going to be doing this by accident. 65 00:03:36,016 --> 00:03:37,986 So, if you, you know, want to customize your interface, 66 00:03:37,986 --> 00:03:39,876 you can do this to your heart's content. 67 00:03:40,066 --> 00:03:43,906 It's really cool stuff and you can really make an interface which suits you. 68 00:03:44,646 --> 00:03:46,966 You know, everything is really modular here. 69 00:03:46,966 --> 00:03:49,676 The way you fix this though is now, we have screwed this on the out 70 00:03:49,676 --> 00:03:52,496 and repair is we go to Window and we'd reset UI. 71 00:03:52,496 --> 00:03:55,266 Now, everything is back to where you went off. 72 00:03:55,476 --> 00:03:57,136 And it's important to say in the beginning 73 00:03:57,136 --> 00:03:59,596 because you will definitely screw some of this up. 74 00:03:59,856 --> 00:04:04,226 >> Yeah. The nice thing about Painter here is that the UI is relatively simple and the amount 75 00:04:04,226 --> 00:04:08,216 of UI options that you have are also kind of limited but in a good way. 76 00:04:08,476 --> 00:04:12,876 So, after this introduction, you should have a fairly good grasp on everything, actually. 77 00:04:12,876 --> 00:04:13,506 >> Yeah, exactly. 78 00:04:13,956 --> 00:04:19,336 Then we can also rotate the lighting around if you hold down shift and then right mouse button. 79 00:04:19,696 --> 00:04:22,756 So, this is the only way to actually change the lighting. 80 00:04:22,756 --> 00:04:25,366 You don't actually have 3D lights and there is no way 81 00:04:25,366 --> 00:04:27,936 to lock this to a camera, at least not yet. 82 00:04:28,316 --> 00:04:32,476 So, if you're going behind here and you're seeing that it's really dark, 83 00:04:32,726 --> 00:04:36,446 you need to hit Shift-right mouse button and just rotate the lighting. 84 00:04:36,706 --> 00:04:39,806 This might seem a bit annoying in the beginning but honestly, it just becomes second nature. 85 00:04:39,966 --> 00:04:40,186 >> Yeah. 86 00:04:40,296 --> 00:04:42,066 >> It's not going to be a problem at all. 87 00:04:42,256 --> 00:04:45,776 Then one thing you can see though is we have this glare. 88 00:04:46,586 --> 00:04:50,916 And this is super cool but it's absolutely useless to us. 89 00:04:51,016 --> 00:04:53,896 This might be cool if you're presenting your model but for any kind 90 00:04:53,896 --> 00:04:57,116 of texture painting, this is beyond useless. 91 00:04:57,326 --> 00:04:59,596 >> Yeah. It actually just messes up your colors most of the time. 92 00:04:59,596 --> 00:05:00,176 >> Exactly. 93 00:05:00,586 --> 00:05:05,896 So, the way we change this is we go to our menus here up on the right 94 00:05:05,896 --> 00:05:07,876 and the top one is called Display Settings. 95 00:05:08,056 --> 00:05:13,956 We have a bunch of cool settings here, but the one we want to disable for now is Post Effects. 96 00:05:14,216 --> 00:05:18,406 Disable this and we see that glare and now there is no more glare. 97 00:05:18,756 --> 00:05:23,086 This is also where we can change the focal length as well of our camera. 98 00:05:23,526 --> 00:05:26,426 Default 17 is fine for this guy but if you have something 99 00:05:26,426 --> 00:05:28,686 like a human face, it's going to look really weird. 100 00:05:29,046 --> 00:05:31,856 >> Yeah. You probably want something closer to 35, maybe. 101 00:05:31,896 --> 00:05:32,606 >> Yeah, exactly. 102 00:05:32,606 --> 00:05:35,766 We can also change the environment map you're seeing as well 103 00:05:35,766 --> 00:05:38,406 because everything here is lit with an HDRI. 104 00:05:38,406 --> 00:05:41,576 Like I said, we don't actually have lights at all. 105 00:05:41,826 --> 00:05:43,346 We only have HDRIs. 106 00:05:43,806 --> 00:05:48,186 So, the way we change our lighting is we go in here and we change the lighting. 107 00:05:48,896 --> 00:05:53,426 You can see here that a lot of the default HDRIs are quite bad 108 00:05:53,676 --> 00:05:55,016 because they contain so much color. 109 00:05:55,596 --> 00:05:57,486 Like now, there's a green tint to it. 110 00:05:57,486 --> 00:05:59,746 The other one has like a nice warm tint. 111 00:05:59,986 --> 00:06:02,936 You really want to be careful with which HDRI you're using. 112 00:06:03,136 --> 00:06:05,896 I prefer one of these guys, like Studio 2 is quite nice. 113 00:06:06,236 --> 00:06:09,666 It's quite neutral and it doesn't have any color information. 114 00:06:10,046 --> 00:06:13,286 >> I mean, if you are interested, FlippedNormals also has a studio pack 115 00:06:13,286 --> 00:06:15,166 that you can actually use for this. 116 00:06:15,716 --> 00:06:19,536 But I think the default that come with Substance are pretty good. 117 00:06:19,816 --> 00:06:20,566 >> Yeah, they're decent. 118 00:06:20,646 --> 00:06:20,876 >> Yeah. 119 00:06:21,286 --> 00:06:25,246 >> This is also where you can do the rotation, but you don't want to do it here. 120 00:06:25,246 --> 00:06:28,606 This is purely the Alt -- oh, sorry, Shift-right mouse button. 121 00:06:28,856 --> 00:06:32,626 Also, keep in mind, when it comes to rotation, you can't rotate up and down. 122 00:06:32,806 --> 00:06:36,346 So, if you have an HDRI and something is super dark on the bottom 123 00:06:36,636 --> 00:06:39,036 or the top, that's just tough luck. 124 00:06:39,036 --> 00:06:39,186 >> Yeah. 125 00:06:39,186 --> 00:06:40,676 >> You can't really do anything about that. 126 00:06:40,676 --> 00:06:41,526 >> Change your HDRI. 127 00:06:41,816 --> 00:06:42,636 >> Yeah, exactly. 128 00:06:42,716 --> 00:06:43,266 >> That's about it. 129 00:06:44,256 --> 00:06:45,796 >> We can also change the exposure. 130 00:06:46,126 --> 00:06:49,926 And you never ever, ever want to do this when you're painting because now suddenly, 131 00:06:50,136 --> 00:06:52,636 if you make it too bright or too dark, 132 00:06:52,736 --> 00:06:55,296 you're going to over-light or under-light your textures. 133 00:06:55,296 --> 00:06:56,926 So, make sure this is set to zero. 134 00:06:57,316 --> 00:07:00,106 You can also enable the shadows which are quite cool 135 00:07:00,106 --> 00:07:03,406 because now you can see a more approximate result of what you're doing. 136 00:07:03,566 --> 00:07:07,466 You can change the computation mode as well here, but lightweight is quite good. 137 00:07:07,876 --> 00:07:09,866 I honestly prefer to work without shadows on. 138 00:07:10,116 --> 00:07:13,716 >> Yeah. Because again, like when you're painting textures, we want, 139 00:07:13,716 --> 00:07:16,616 like we want our albedo to be as pure as possible. 140 00:07:16,616 --> 00:07:17,116 >> Yeah, exactly. 141 00:07:17,116 --> 00:07:21,706 >> And shadows can be good for previews, but you might forget to turn it off at some point 142 00:07:21,706 --> 00:07:24,046 and then start to correct after the shadows. 143 00:07:24,046 --> 00:07:24,656 >> Yeah, exactly. 144 00:07:25,116 --> 00:07:30,226 Then after we've disabled old stuff here and particularly the pose effects and we know how 145 00:07:30,226 --> 00:07:35,156 to change lighting now, we are quickly going to look at -- these are texture sets. 146 00:07:35,406 --> 00:07:38,836 Texture sets are essentially shaders. 147 00:07:39,126 --> 00:07:40,306 The way I like to think about this is 148 00:07:40,386 --> 00:07:44,636 that every single texture set here has one shader assigned to it. 149 00:07:44,636 --> 00:07:46,526 So, whenever you're exporting this back into Maya, 150 00:07:46,856 --> 00:07:50,206 the head texture set will be the head shader. 151 00:07:50,536 --> 00:07:54,496 It could also be not grouped based on body part but based on material. 152 00:07:54,496 --> 00:08:00,246 I would call like maybe brass and this would be called skin and this would be called iron. 153 00:08:00,546 --> 00:08:01,466 That helps me a lot. 154 00:08:01,676 --> 00:08:03,526 >> Yeah. And that's really how you separate it. 155 00:08:03,526 --> 00:08:07,016 So, you would always prep it in another 3D software beforehand. 156 00:08:07,016 --> 00:08:07,326 >> Yeah, exactly. 157 00:08:07,326 --> 00:08:11,656 >> Just simply, you know, select the object or parts of the objects that you want 158 00:08:12,216 --> 00:08:14,566 in your texture set and apply a different shader to it. 159 00:08:14,776 --> 00:08:15,256 >> Exactly. 160 00:08:15,656 --> 00:08:18,556 So, you can see these also have different UVs as well. 161 00:08:18,796 --> 00:08:23,526 So, there is no overlap between them because there's completely separate shaders. 162 00:08:23,736 --> 00:08:28,726 Whenever you're dealing with texture sets, you kind of got to discard the mentality 163 00:08:28,726 --> 00:08:32,966 of like an outliner or hierarchy of your objects 164 00:08:33,066 --> 00:08:36,266 because the hierarchy is completely irrelevant when you're texturing. 165 00:08:36,476 --> 00:08:39,036 Hierarchy is used when you're rigging and doing that kind of stuff. 166 00:08:39,036 --> 00:08:40,926 But for this, these are pure shaders. 167 00:08:40,986 --> 00:08:43,116 Let's go back to F2. 168 00:08:45,486 --> 00:08:50,526 So, we can switch between the texture sets by going up here and just clicking on them. 169 00:08:50,526 --> 00:08:56,846 Or we can do this by holding Ctrl Alt and right mouse button on the various texture sets. 170 00:08:57,206 --> 00:09:01,706 This is the way you probably want to do it because clicking up here is quite annoying. 171 00:09:01,956 --> 00:09:07,476 Let's say you're painting down here and you want to switch it, quite annoying. 172 00:09:07,516 --> 00:09:09,456 So, Ctrl Alt-right mouse button. 173 00:09:09,676 --> 00:09:10,886 We can also solo it. 174 00:09:10,886 --> 00:09:12,656 So, let's say you only want to see the body. 175 00:09:12,966 --> 00:09:14,916 Now, you just hit the solo button. 176 00:09:14,916 --> 00:09:16,626 This is something I do all the time. 177 00:09:16,816 --> 00:09:19,396 >> Is there a way to set up a hotkey for the solo button? 178 00:09:19,396 --> 00:09:19,916 >> Yes, there is. 179 00:09:20,106 --> 00:09:23,716 It's Alt-Q which I believe is the old Max hotkey for it? 180 00:09:23,716 --> 00:09:24,316 >> Yeah, I think so. 181 00:09:24,316 --> 00:09:30,506 Yeah. One thing that's also nice is the tool tips that you get in the bottom left-hand corner 182 00:09:30,506 --> 00:09:34,336 of the viewport whenever you're selecting hotkeys that it sort 183 00:09:34,336 --> 00:09:36,796 of shows you what possible options there are. 184 00:09:36,796 --> 00:09:38,996 Like when you're rotating and stuff, that can be quite handy. 185 00:09:38,996 --> 00:09:40,936 Especially in the beginning, the hotkeys 186 00:09:40,936 --> 00:09:43,136 and what they do can be a little confusing sometimes. 187 00:09:43,546 --> 00:09:44,126 >> Yeah, exactly. 188 00:09:44,266 --> 00:09:45,906 You can also change the shader right here. 189 00:09:46,066 --> 00:09:49,556 This is something, we aren't covering this in this series but if you want 190 00:09:49,556 --> 00:09:51,266 to have a different shader assigned to it. 191 00:09:51,266 --> 00:09:55,966 For instance, if you're dealing with opacity, this is where you would do that. 192 00:09:56,326 --> 00:09:58,146 Then we have the brush tool. 193 00:09:58,306 --> 00:10:01,316 By default, we have a regular layer and we cover layers a little bit. 194 00:10:01,716 --> 00:10:05,486 The brush tool is one of these tools you are going to be using quite a lot. 195 00:10:06,086 --> 00:10:09,366 So, the hotkey is 1 and you can find it over here. 196 00:10:09,496 --> 00:10:11,986 I prefer to use hotkeys as much as I can. 197 00:10:11,986 --> 00:10:14,696 And by default, you're just going to paint like this. 198 00:10:15,146 --> 00:10:19,926 One thing I do very often whenever I'm painting with this is that I disable pen pressure 199 00:10:20,186 --> 00:10:24,876 for either the opacity or the flow or the size. 200 00:10:25,336 --> 00:10:30,876 So, you can do that by going under right next to the size and disabling pen pressure. 201 00:10:31,216 --> 00:10:33,696 Because now, we have the exact same pressure all over. 202 00:10:33,756 --> 00:10:35,556 And you can do the same with flow. 203 00:10:35,556 --> 00:10:39,546 So now, you can enable pen pressure and now you have really a lot more control with it. 204 00:10:39,896 --> 00:10:42,256 >> Whatever the difference between the two are. 205 00:10:42,866 --> 00:10:45,466 >> Yeah, flow and opacity. 206 00:10:45,466 --> 00:10:51,166 You can resize the brush by holding Ctrl-right mouse button and going left and right. 207 00:10:52,016 --> 00:10:57,436 You can change the hardness by holding Ctrl-right mouse button and going up and down. 208 00:10:58,156 --> 00:11:01,746 You can change -- you can rotate it which we can't really see here right now 209 00:11:01,746 --> 00:11:03,096 because there isn't anything assigned to it. 210 00:11:03,096 --> 00:11:07,596 But you can rotate it by holding Ctrl and then going up and down. 211 00:11:08,236 --> 00:11:10,656 >> So, this is just going to be a little confusing in the beginning. 212 00:11:10,946 --> 00:11:13,126 It just takes some time getting used to. 213 00:11:13,336 --> 00:11:13,726 >> Exactly. 214 00:11:13,726 --> 00:11:15,796 You can just kind of see your cursor is rotating around. 215 00:11:15,796 --> 00:11:22,786 And then opacity is Ctrl -- flow is Ctrl and then just go left to right. 216 00:11:23,436 --> 00:11:27,416 You can also get straight lines by holding the Shift key when you're painting 217 00:11:28,246 --> 00:11:31,466 and you can hit the D key to get lazy mouse. 218 00:11:31,796 --> 00:11:35,746 This is incredibly handy if you really want, like, nice clean lines here. 219 00:11:35,836 --> 00:11:39,556 So, let's do some of this and you just get nicer, cleaner lines this way. 220 00:11:39,726 --> 00:11:41,116 That's a D hotkey. 221 00:11:43,726 --> 00:11:46,656 Then we also have symmetry as well which is relevant with brush tool. 222 00:11:46,856 --> 00:11:49,916 The hotkey there is L or you can go up here and enable symmetry. 223 00:11:50,216 --> 00:11:52,386 This is really cool symmetry. 224 00:11:52,386 --> 00:11:55,106 It's not like Mario symmetry which works on screen-based. 225 00:11:55,576 --> 00:11:57,296 It's actual real symmetry. 226 00:11:57,556 --> 00:11:57,846 >> Yay! 227 00:11:58,336 --> 00:12:02,266 >> Yay! One thing to keep in mind as well is that you can't paint across texture sets. 228 00:12:02,266 --> 00:12:04,726 So, if you want to paint to the body now, you can't do that. 229 00:12:04,726 --> 00:12:08,586 You have to switch to the texture set and then paint on that. 230 00:12:08,886 --> 00:12:12,766 That's why I recommend a hotkey for doing that because otherwise, 231 00:12:12,996 --> 00:12:15,046 it's going to take too much time to go over. 232 00:12:15,046 --> 00:12:15,346 >> Yeah. 233 00:12:15,346 --> 00:12:22,586 >> We also have the color picker which is the P key, which is honestly quite annoying for me 234 00:12:22,796 --> 00:12:25,456 because you have to move your hand a lot. 235 00:12:25,456 --> 00:12:27,386 But that's how you change the color picker. 236 00:12:27,386 --> 00:12:28,106 The color is back to -- 237 00:12:28,106 --> 00:12:29,816 >> So, you click it or hold it down? 238 00:12:30,096 --> 00:12:34,076 >> You click it and then you click where you want and then it switches. 239 00:12:34,076 --> 00:12:38,226 You can also right click to get up brush settings such as size, flow, 240 00:12:38,406 --> 00:12:39,646 spacing, all these kind of things. 241 00:12:39,966 --> 00:12:42,816 And on the bottom, we also have the color as well. 242 00:12:42,916 --> 00:12:45,206 So, you can change the color to whatever you want to. 243 00:12:51,216 --> 00:12:53,106 Then we have layers. 244 00:12:53,326 --> 00:12:56,366 So, layers is really where the fun begins in Painter. 245 00:12:56,666 --> 00:13:00,686 We have regular layers which is exactly this. 246 00:13:00,876 --> 00:13:03,696 Let's actually go to the head and isolate this and delete this. 247 00:13:04,926 --> 00:13:07,026 So, you delete layers by hitting the trash can. 248 00:13:07,086 --> 00:13:09,106 And you have two different layers here. 249 00:13:09,106 --> 00:13:12,606 You have the fill layer, then you have the regular layer which is just a paint layer. 250 00:13:12,986 --> 00:13:14,916 The paint layer is where you can paint on it. 251 00:13:15,336 --> 00:13:16,736 Nothing fancy about this. 252 00:13:16,736 --> 00:13:18,956 This is very straightforward. 253 00:13:19,226 --> 00:13:22,256 This is where we can also project stuff on top. 254 00:13:22,256 --> 00:13:24,846 And if you want to paint custom masks or whatever you want 255 00:13:24,846 --> 00:13:26,206 to do, use a regular paint layer. 256 00:13:26,766 --> 00:13:28,926 We have blending modes to the right. 257 00:13:29,856 --> 00:13:33,456 And we can also change the blending mode per channel. 258 00:13:34,136 --> 00:13:36,996 So, if we go down here, we have different channels. 259 00:13:36,996 --> 00:13:39,226 We can paint, for instance, with height. 260 00:13:39,286 --> 00:13:42,466 So now, we're painting with height and we're painting it with red at the same time. 261 00:13:42,896 --> 00:13:46,316 So now, we have some height information in our brush. 262 00:13:46,976 --> 00:13:50,136 So, we can go down here and we can change this now to height. 263 00:13:50,136 --> 00:13:52,796 And we can now change the opacity of this. 264 00:13:53,426 --> 00:13:55,576 So, this is the way you control the different channels. 265 00:13:55,776 --> 00:13:59,086 So, if you have roughness, for instance, you do the same thing. 266 00:13:59,216 --> 00:14:03,096 You can change the reference value and you would choose roughness 267 00:14:03,096 --> 00:14:05,336 and you change the blending mode or whatever it is. 268 00:14:05,606 --> 00:14:07,966 So, it's really cool that you have such fine control 269 00:14:07,966 --> 00:14:09,866 over all the different channels right here. 270 00:14:11,476 --> 00:14:14,976 Where the magic happens though when it comes to Painter isn't with paint layers. 271 00:14:14,976 --> 00:14:20,666 Like, it's called Painter but you really aren't going to be doing too much hand painting. 272 00:14:20,666 --> 00:14:22,156 >> Should be called Substance Filler. 273 00:14:22,556 --> 00:14:26,096 >> Should be called Substance Filler because we are going to be using the fill layer a lot. 274 00:14:26,696 --> 00:14:30,296 So, a fill layer is kind of like a material. 275 00:14:30,296 --> 00:14:33,566 I like to think about every fill layer as a separate material 276 00:14:33,566 --> 00:14:36,446 because we have all the material attributes we need. 277 00:14:36,656 --> 00:14:39,556 This is also where we see our properties. 278 00:14:39,626 --> 00:14:41,176 And this is where this becomes relevant. 279 00:14:41,616 --> 00:14:44,596 We can see down here, we have all the properties for our fill layer 280 00:14:44,696 --> 00:14:46,926 or whatever it might be, whatever tool it might be. 281 00:14:47,856 --> 00:14:51,646 So, we can change the color by clicking to the gray part here, 282 00:14:52,066 --> 00:14:54,566 the gray part, and we can change the color. 283 00:14:55,956 --> 00:14:57,556 We can change the metallic. 284 00:14:57,756 --> 00:14:58,396 Is it metal? 285 00:14:58,616 --> 00:14:59,426 Is it not metal? 286 00:14:59,566 --> 00:15:00,866 So, we can make this metallic. 287 00:15:01,396 --> 00:15:03,816 We change the roughness to make it really shiny. 288 00:15:04,796 --> 00:15:08,746 And we can't really see the effects of height or normal right now. 289 00:15:09,096 --> 00:15:11,016 So, this is what I mean with it being a material. 290 00:15:11,186 --> 00:15:13,046 But now, we have essentially created some kind of like, 291 00:15:13,046 --> 00:15:17,826 almost like a car paint shader or some kind of red material. 292 00:15:18,046 --> 00:15:19,966 So, you can change this here. 293 00:15:22,236 --> 00:15:26,066 >> So, the interesting difference here between paint layers and fill layers is 294 00:15:26,066 --> 00:15:30,916 that for the fill layers, instead of painting it, you're sort of almost erasing it. 295 00:15:30,916 --> 00:15:31,606 >> Yeah, exactly. 296 00:15:32,126 --> 00:15:36,746 So, the way you would do this is if you want, let's say you have a base here 297 00:15:36,746 --> 00:15:41,326 with a car paint shader and then you want to have another layer on top, 298 00:15:41,326 --> 00:15:45,076 maybe you have some rust on top of it, you will make a separate layer onto fill layer on top, 299 00:15:45,316 --> 00:15:47,196 make this rust and mask between them. 300 00:15:47,196 --> 00:15:49,296 We'll get to this in a little bit as well. 301 00:15:49,726 --> 00:15:52,956 So, let's delete these and let's make a new fill layer as well. 302 00:15:53,166 --> 00:15:55,796 So now, we're going to talk about one of my favorite features 303 00:15:55,796 --> 00:15:58,136 of Painter which is adding grunge maps. 304 00:15:58,496 --> 00:16:01,846 So before, we added the color straight under here to it. 305 00:16:01,886 --> 00:16:04,486 But what we're going to be doing now, instead of adding a color, 306 00:16:04,546 --> 00:16:06,616 we are going to be adding a map into this. 307 00:16:07,286 --> 00:16:13,806 So, if you click right above it where it says base color, we can now hit type grunge. 308 00:16:13,836 --> 00:16:17,186 And now, this is going to be flooded with awesome grunges. 309 00:16:18,026 --> 00:16:20,156 We have so many different maps. 310 00:16:20,156 --> 00:16:22,906 And honestly, I think this is one of the biggest strengths of Painter 311 00:16:23,236 --> 00:16:26,316 because you can change the look of your texture so quickly. 312 00:16:26,596 --> 00:16:29,256 And a grunge map can be used for really anything. 313 00:16:29,256 --> 00:16:35,536 >> Yeah. There's a lot of good variety in the maps included in Painter, actually. 314 00:16:35,536 --> 00:16:36,356 >> Yeah, there really is. 315 00:16:37,036 --> 00:16:42,686 So, one cool thing as well is that we have access to tri-planar projections. 316 00:16:42,836 --> 00:16:47,456 So currently, this is using UV mapping as the projection method. 317 00:16:47,456 --> 00:16:50,966 So now, you can see we get seams where there are seams in the UV map. 318 00:16:50,966 --> 00:16:52,286 And that's unavoidable. 319 00:16:52,286 --> 00:16:52,406 That's -- 320 00:16:52,406 --> 00:16:53,606 >> And that's what you would expect, you know. 321 00:16:53,606 --> 00:16:53,996 >> Yeah, exactly. 322 00:16:53,996 --> 00:16:57,476 It doesn't matter how good a UV map is, you will have seams by definition. 323 00:16:57,646 --> 00:17:01,196 But if we change the projection type to tri-planar, now suddenly, 324 00:17:01,396 --> 00:17:05,926 you are not going to have any seams anymore, at least not where the UVs are. 325 00:17:05,926 --> 00:17:09,586 Because now, we have three planes which are projected maybe from here, 326 00:17:09,716 --> 00:17:12,156 here and here, depending on your setup. 327 00:17:12,496 --> 00:17:14,996 And you get a nice blend between the planes. 328 00:17:15,306 --> 00:17:18,846 >> Yeah. So, where you would normally have seams with tri-planar projection, 329 00:17:18,846 --> 00:17:22,036 it actually fades between the different maps. 330 00:17:22,296 --> 00:17:22,906 >> Yeah, exactly. 331 00:17:23,226 --> 00:17:26,726 So, we change the hardness to this and now you can kind of see where the different planes are. 332 00:17:26,806 --> 00:17:30,386 So, you can definitely see a seam but because we can change the hardness all the way down, 333 00:17:30,746 --> 00:17:32,576 you now just get this soft transition. 334 00:17:32,946 --> 00:17:33,013 >> Yeah. 335 00:17:33,086 --> 00:17:35,806 >> And this also means that, we shouldn't really say this, 336 00:17:35,806 --> 00:17:39,486 but it means your UV map can be a lot worse because now suddenly, 337 00:17:39,486 --> 00:17:41,516 stretching isn't that much of an issue. 338 00:17:41,516 --> 00:17:41,766 >> Yeah. 339 00:17:42,036 --> 00:17:44,786 >> You can also see here we have a little gizmo. 340 00:17:44,896 --> 00:17:47,366 This is something they recently introduced in Painter. 341 00:17:47,746 --> 00:17:51,666 So before, you can only do it with rotation scale in here. 342 00:17:51,836 --> 00:17:53,396 But now, you can actually move it around. 343 00:17:54,156 --> 00:17:57,146 You can use -- by default, it's going to be set to just move. 344 00:17:57,646 --> 00:17:59,786 You can set it to rotate by hitting the E key. 345 00:17:59,786 --> 00:18:02,346 And you can set to scale by hitting the R key. 346 00:18:02,696 --> 00:18:05,226 And back to move with the W key. 347 00:18:05,326 --> 00:18:07,136 So, W, E and R. 348 00:18:08,956 --> 00:18:13,886 >> So, one thing we talked about, it's probably a good idea to be consistent here 349 00:18:14,316 --> 00:18:20,146 with which method you use, so you don't start mixing the normal scale rotation and hardness 350 00:18:20,496 --> 00:18:22,516 with maybe with the gizmo or something. 351 00:18:22,606 --> 00:18:23,006 >> Exactly. 352 00:18:23,006 --> 00:18:28,766 Because now, if you start to scale some stuff here and then you scale some stuff here, 353 00:18:28,886 --> 00:18:31,206 it's really hard to know what's actually happened to it. 354 00:18:31,206 --> 00:18:34,076 Like you can have a crazy high value here, but you don't really -- 355 00:18:34,386 --> 00:18:36,126 but maybe you can't see what's going on. 356 00:18:37,106 --> 00:18:39,926 So, I really recommend you stick to either using the scaling here 357 00:18:40,286 --> 00:18:44,036 and rotation here or I prefer to use just a gizmo. 358 00:18:44,036 --> 00:18:46,186 I think this is a really good addition to it. 359 00:18:46,186 --> 00:18:48,266 >> Yeah, yeah, it's very intuitive to use. 360 00:18:48,356 --> 00:18:49,276 >> Yeah, it really is. 361 00:18:49,376 --> 00:18:51,786 You can get some really good results with this. 362 00:18:51,926 --> 00:18:58,136 You can also duplicate the fill layers around and then you can mask out different parts. 363 00:18:58,136 --> 00:19:02,386 For instance, if you see here, we have like a pattern going across, you could duplicate it 364 00:19:02,386 --> 00:19:05,206 and then you can rotate it and now you can mask out different parts. 365 00:19:05,206 --> 00:19:09,556 So, this is really one of the strengths of Painter. 366 00:19:09,836 --> 00:19:14,846 So, let's add something into the roughness slot as well. 367 00:19:14,846 --> 00:19:22,386 Now, you can see we have different slight variation in the roughness to this. 368 00:19:22,836 --> 00:19:26,456 Now, this is where it becomes relevant that we have different channels. 369 00:19:26,816 --> 00:19:29,006 By default, we're just seeing the material. 370 00:19:29,006 --> 00:19:32,386 So, this is with all the lighting and everything into the model. 371 00:19:32,536 --> 00:19:34,866 >> Yeah. Everything's sort of like stamped or like meshed together. 372 00:19:34,866 --> 00:19:35,596 >> Yeah, exactly. 373 00:19:36,186 --> 00:19:38,676 >> So, you know, if we were to add another one into the height, 374 00:19:38,716 --> 00:19:40,526 we can see crazy stuff going on here now. 375 00:19:40,896 --> 00:19:44,356 And this is really nice that we can see everything because this means 376 00:19:44,356 --> 00:19:47,546 that we get a pretty good approximation of what the final one's going to look like. 377 00:19:47,926 --> 00:19:52,276 But it's not very good for actual painting because when you're painting, 378 00:19:52,276 --> 00:19:53,876 you need to paint every single map. 379 00:19:53,876 --> 00:19:56,256 You need to control every single map you have. 380 00:19:56,816 --> 00:19:59,306 So, if we go up here to the top right, 381 00:19:59,306 --> 00:20:03,226 we can see that we have material and then we have single channel. 382 00:20:03,226 --> 00:20:05,256 So, this is where you can choose the different channels. 383 00:20:05,256 --> 00:20:07,706 We have like metallic, roughness, height, normal. 384 00:20:08,296 --> 00:20:11,156 And then we also have below, we have mesh maps. 385 00:20:12,216 --> 00:20:16,946 These are maps which are being generated by Painter itself when you bake stuff. 386 00:20:17,536 --> 00:20:20,276 We aren't covering too much of this in this series 387 00:20:20,276 --> 00:20:21,976 because baking is a whole separate chapter by itself. 388 00:20:22,786 --> 00:20:22,976 >> Yeah. 389 00:20:23,476 --> 00:20:26,936 >> But you can choose these by simply clicking on them. 390 00:20:26,936 --> 00:20:28,826 And now, you can see the different channels. 391 00:20:30,046 --> 00:20:36,506 You can also use the hotkey which is C to go between them and Shift C to go back. 392 00:20:36,726 --> 00:20:40,426 >> Yeah. And here, it becomes pretty apparent when you switch between something like roughness 393 00:20:40,426 --> 00:20:43,846 and then your height, for example, that you can see the different maps 394 00:20:43,846 --> 00:20:45,926 that we've inputted into those. 395 00:20:46,116 --> 00:20:46,776 >> Yeah, exactly. 396 00:20:46,856 --> 00:20:50,356 It becomes very important to be able to see these individual channels 397 00:20:50,666 --> 00:20:55,256 because after you get a certain level of complexity into your maps, 398 00:20:55,786 --> 00:20:59,146 you might just have -- there is some reflection somewhere. 399 00:20:59,146 --> 00:20:59,476 >> Yeah. 400 00:20:59,706 --> 00:21:00,876 >> Where is that coming from? 401 00:21:00,876 --> 00:21:04,556 Is it coming from -- is it the height map driving it or what's going on here? 402 00:21:05,986 --> 00:21:11,676 So, C to go between, Shift C to go back and B to go between the baked maps. 403 00:21:12,596 --> 00:21:17,126 So here, you have ID, ambient occlusion, curvature, position, thickness. 404 00:21:17,556 --> 00:21:20,376 We have a whole separate video on this as well on YouTube 405 00:21:20,406 --> 00:21:22,916 where we cover what each texture map is doing. 406 00:21:22,916 --> 00:21:23,086 >> Yeah. 407 00:21:23,206 --> 00:21:25,246 >> So, we highly recommend that you check that out as well. 408 00:21:25,426 --> 00:21:28,596 And to go back to material, you simply hit the M key. 409 00:21:29,076 --> 00:21:30,476 M for material. 410 00:21:30,776 --> 00:21:34,316 This is something you're going to be doing a lot, so really get used to these hotkeys. 411 00:21:34,316 --> 00:21:38,706 When I was learning Painter, I was sitting down and straight up just hitting the M key, 412 00:21:39,016 --> 00:21:44,826 hitting the C key, Shift C, going between them, B, Shift B. Really get used to these 413 00:21:44,826 --> 00:21:48,296 because these will be your everyday painter life. 414 00:21:48,296 --> 00:21:49,856 >> Yeah. It's going to speed up your painting a lot. 415 00:21:51,106 --> 00:21:57,106 >> So, now that we briefly talk about the fill layer, we need to talk about masking 416 00:21:57,306 --> 00:21:59,876 because masking is also really where the magic happens. 417 00:22:00,156 --> 00:22:02,406 >> Yeah. Especially when you work with fill layers. 418 00:22:02,406 --> 00:22:03,006 >> Exactly. 419 00:22:03,006 --> 00:22:07,046 The magic happens in a few different places, but particularly when it comes to masking. 420 00:22:07,246 --> 00:22:09,106 >> Magic just happens within Substance. 421 00:22:09,426 --> 00:22:09,896 >> Exactly. 422 00:22:10,536 --> 00:22:13,116 So, let's make two new fill layers. 423 00:22:13,206 --> 00:22:19,746 This one is going to be like, maybe it's like a red paint layer. 424 00:22:20,146 --> 00:22:24,246 And on top, we're going to have some kind of dirt. 425 00:22:24,246 --> 00:22:26,866 So, you can also rename by double clicking on it. 426 00:22:26,866 --> 00:22:28,726 And we can call this red. 427 00:22:29,236 --> 00:22:35,526 >> That's why I really like the material analogy with fill layers because you have the control 428 00:22:35,526 --> 00:22:40,386 of each individual channel and then you just sort of add new materials or shaders on top. 429 00:22:40,556 --> 00:22:41,306 >> Exactly. 430 00:22:41,306 --> 00:22:44,676 Like, we covered this fairly in depth in the full series where we're talking 431 00:22:44,676 --> 00:22:48,446 about if you want to replicate rust, you need to build it 432 00:22:48,446 --> 00:22:50,686 up in a methodical way the same way it's done. 433 00:22:50,686 --> 00:22:50,856 >> Yeah. 434 00:22:51,276 --> 00:22:55,026 >> So now, we have like a nice little paint material here. 435 00:22:55,026 --> 00:22:56,146 And now, we can add another one. 436 00:22:56,526 --> 00:22:58,926 And here, we can make this nice and grungy. 437 00:22:59,216 --> 00:23:00,816 >> Yeah. So, you really just have to think of it 438 00:23:00,816 --> 00:23:04,156 as like the original base of this was painted with red. 439 00:23:04,266 --> 00:23:08,186 And then over some years, it got rust on top or something like that. 440 00:23:08,276 --> 00:23:08,866 >> Yeah, exactly. 441 00:23:08,866 --> 00:23:10,416 We can set this again to tri-planar. 442 00:23:10,456 --> 00:23:12,596 And you're going to be doing this all the time. 443 00:23:13,046 --> 00:23:14,406 >> I almost wish it was default. 444 00:23:14,556 --> 00:23:15,196 >> Yeah, exactly. 445 00:23:15,346 --> 00:23:17,696 One thing as well to keep in mind, when you work with fill layers, 446 00:23:17,696 --> 00:23:20,146 I tend to disable channels I don't need. 447 00:23:20,146 --> 00:23:25,876 For this one, I don't necessarily need metallic and don't need normal so we can disable that. 448 00:23:25,876 --> 00:23:29,146 This just keeps it a lot cleaner because then you have less parameters down here. 449 00:23:29,516 --> 00:23:33,366 So now, we have one layer on top like this and we have -- 450 00:23:33,816 --> 00:23:38,506 yeah, we have a red one and then we have some kind of dirt layer. 451 00:23:39,666 --> 00:23:45,356 The way we mask between these now is we right click and we hit add a white mask which is going 452 00:23:45,356 --> 00:23:50,296 to keep everything the way it is, or we add a black mask which is going to erase everything. 453 00:23:51,236 --> 00:23:53,206 This is very similar to how it's done in Photoshop. 454 00:23:53,206 --> 00:23:53,856 >> Yeah, yeah. 455 00:23:53,856 --> 00:23:57,296 So, if you ever used Photoshop and used masking there, this should be familiar to you. 456 00:23:57,436 --> 00:23:57,906 >> Exactly. 457 00:23:57,906 --> 00:24:00,336 So now, we can see that everything disappeared. 458 00:24:00,656 --> 00:24:05,566 We can also disable the mask by holding Shift key and clicking on the Mask. 459 00:24:05,876 --> 00:24:09,946 And we can look at the mask by holding the Alt key and clicking on the Mask. 460 00:24:09,946 --> 00:24:11,646 >> Which I think is actually how you do it in Photoshop. 461 00:24:11,646 --> 00:24:13,746 >> I think this is exactly the same as Photoshop. 462 00:24:14,376 --> 00:24:16,926 This is where we have our effect stack as well. 463 00:24:17,316 --> 00:24:20,316 This is really handy because here, we have generators. 464 00:24:20,456 --> 00:24:21,756 More on that in a bit. 465 00:24:21,886 --> 00:24:23,496 And here, we have paint layers. 466 00:24:23,496 --> 00:24:25,496 So now, let's add a quick paint layer to this. 467 00:24:25,936 --> 00:24:28,546 And now, we can start painting between these. 468 00:24:28,546 --> 00:24:30,146 >> Yeah, that's an important thing to note. 469 00:24:30,146 --> 00:24:34,246 You actually need a paint layer underneath your mask in order to modify it. 470 00:24:34,396 --> 00:24:34,626 >> Yeah. 471 00:24:34,626 --> 00:24:37,296 >> Otherwise, it will be completely white or completely black. 472 00:24:37,456 --> 00:24:38,526 >> Exactly. 473 00:24:38,696 --> 00:24:43,846 So now, we can see if you hold the Alt key and click on the Mask, not on this part, 474 00:24:43,846 --> 00:24:46,166 on the layer, but on the Mask, now we can see what we're painting. 475 00:24:46,166 --> 00:24:50,426 And this again becomes incredibly important when you really want control over stuff. 476 00:24:51,026 --> 00:24:51,126 >> Yeah. 477 00:24:51,356 --> 00:24:52,576 >> So, hit the M key well. 478 00:24:52,576 --> 00:24:54,416 Again, go back to materials. 479 00:24:54,466 --> 00:24:56,416 And here, we can now see exactly what's going on. 480 00:24:56,696 --> 00:25:02,076 Now, this is where we can add some height information onto this fill layer. 481 00:25:03,136 --> 00:25:05,556 >> Yeah, that's the nice thing about the fill layer compared 482 00:25:05,556 --> 00:25:08,506 to the paint layer is here, you can just up the slider. 483 00:25:08,506 --> 00:25:08,806 >> Exactly. 484 00:25:08,866 --> 00:25:12,016 >> Whereas with the paint layer, you would actually have to paint the height information. 485 00:25:12,176 --> 00:25:13,966 >> So now, we can kind of see what's going on. 486 00:25:13,966 --> 00:25:18,626 It's kind of like this is carving into the painting. 487 00:25:19,316 --> 00:25:22,876 So, you can have a lot of control with this if you go into one layer 488 00:25:22,936 --> 00:25:24,136 and just adjusting the height value. 489 00:25:24,426 --> 00:25:29,386 A quick tip as well is if you want fine control here, you can hold on the Shift key. 490 00:25:29,466 --> 00:25:31,326 And now, you can see that we're just getting like way -- 491 00:25:31,326 --> 00:25:35,436 we have way more precision over our values instead 492 00:25:35,436 --> 00:25:38,776 of just dragging and that becomes quite tedious. 493 00:25:39,416 --> 00:25:42,946 So, this is really one of the ways you can be doing a lot of your work. 494 00:25:42,946 --> 00:25:45,206 You can be painting masks like this. 495 00:25:45,716 --> 00:25:48,756 So, it's a very quick and easy setup when it comes to masking. 496 00:25:48,806 --> 00:25:51,776 If you want to remove this or restart the masking, 497 00:25:51,776 --> 00:25:54,856 I just go add black mask again and then it all disappears. 498 00:25:54,956 --> 00:25:59,546 You can also copy a mask and you can also remove a mask altogether. 499 00:25:59,796 --> 00:26:04,826 So, let's next look at the shelf. 500 00:26:05,176 --> 00:26:08,226 The shelf is where a lot of fun stuff happens in Painter. 501 00:26:08,576 --> 00:26:10,016 This is what we have on the bottom. 502 00:26:10,016 --> 00:26:12,686 And by default, it's going to be set to materials. 503 00:26:12,746 --> 00:26:15,606 But this has way more stuff than just materials. 504 00:26:15,636 --> 00:26:21,266 The way we can access this is really we can drag and drop our stuff onto it. 505 00:26:21,416 --> 00:26:22,646 And now, we have a material. 506 00:26:22,996 --> 00:26:24,726 This is one of the pre-made materials. 507 00:26:25,216 --> 00:26:28,266 And some of these are simply fill layers which have been turned 508 00:26:28,266 --> 00:26:30,436 into smart materials by the guys at Allegorithmic. 509 00:26:30,736 --> 00:26:34,966 And some of these are made in Designer and are way more hardcore. 510 00:26:35,066 --> 00:26:36,676 >> And are really smart material. 511 00:26:36,676 --> 00:26:37,676 >> And really, really smart. 512 00:26:37,676 --> 00:26:41,426 So, you can just drag and drop them onto it and you can just see what happens. 513 00:26:41,816 --> 00:26:45,996 The way I really learned how to make materials in Painter was to drag and drop a lot 514 00:26:45,996 --> 00:26:48,736 of materials and try to reverse-engineer them. 515 00:26:49,076 --> 00:26:53,446 You know, go through this and see what color they're using, what are they using for height, 516 00:26:53,446 --> 00:26:55,146 what kind of patterns are they using here. 517 00:26:55,446 --> 00:26:57,056 This kind of stuff is really handy. 518 00:27:01,526 --> 00:27:04,736 So here, we can see one which this is made in Designer. 519 00:27:04,826 --> 00:27:07,006 So here, you don't have the same attributes as before. 520 00:27:07,006 --> 00:27:10,316 So, if you're seeing this kind of stuff, that's not because you don't know Painter well enough, 521 00:27:10,316 --> 00:27:12,976 that's just simply because this is made in Designer 522 00:27:12,976 --> 00:27:17,536 and the author has made certain attributes available. 523 00:27:17,616 --> 00:27:22,116 I find these to be quite annoying because I can't really modify them from heart's content, 524 00:27:22,116 --> 00:27:24,326 but they're still really good as a starting point. 525 00:27:24,536 --> 00:27:27,906 >> Yeah. I mean, as we all know, there are some crazy designer materials 526 00:27:27,906 --> 00:27:30,596 out there that can do all kinds of things. 527 00:27:30,756 --> 00:27:31,946 So, they can be quite useful. 528 00:27:32,396 --> 00:27:32,896 >> Exactly. 529 00:27:33,206 --> 00:27:36,936 So here, we have -- these are more -- these are simpler, these materials. 530 00:27:36,936 --> 00:27:41,546 They're usually almost like one fill layer, just modified a little bit. 531 00:27:41,546 --> 00:27:45,546 But under smart materials, this is where stuff is going really crazy. 532 00:27:46,236 --> 00:27:48,206 We will cover this a little bit more later on. 533 00:27:48,516 --> 00:27:51,626 But essentially, you get really advanced effects 534 00:27:51,626 --> 00:27:53,726 by simply just dragging and dropping these onto it. 535 00:27:54,426 --> 00:27:57,716 And this is also where people go a bit crazy with them and they just start 536 00:27:57,716 --> 00:28:02,206 to abuse this system where, you know, they just -- they don't learn how to texture, 537 00:28:02,306 --> 00:28:06,356 they just drag and drop smart materials and they think they're not a great texture artist. 538 00:28:06,356 --> 00:28:07,486 We have a few rants on this. 539 00:28:07,716 --> 00:28:09,416 >> Yeah. There's also videos about it. 540 00:28:09,416 --> 00:28:10,676 And yeah, you should check that out. 541 00:28:10,676 --> 00:28:12,406 >> So, definitely check that. 542 00:28:12,606 --> 00:28:14,796 So, there are also more resources under here as well. 543 00:28:14,796 --> 00:28:20,516 Like, this is where your environments are and stuff like smart masks as well 544 00:28:20,786 --> 00:28:23,356 which are exactly the same as a smart material, just with a mask. 545 00:28:24,056 --> 00:28:26,336 We also have like our project maps. 546 00:28:26,336 --> 00:28:29,986 You can see these were all the maps which have been baked by the baker. 547 00:28:30,276 --> 00:28:32,826 We also have alphas. 548 00:28:33,046 --> 00:28:36,776 So, if you want like a cool alpha onto your brush, this is where you would find that. 549 00:28:36,776 --> 00:28:39,106 Let's actually show that real quick. 550 00:28:40,416 --> 00:28:46,296 So, if you want this in a color, we drag and drop this into the color. 551 00:28:46,966 --> 00:28:49,256 Now, we have a nice little map like this. 552 00:28:49,356 --> 00:28:52,446 So, you can do some pretty crazy stuff with this. 553 00:28:52,646 --> 00:28:52,726 >> Yeah. 554 00:28:52,726 --> 00:28:54,576 >> You can get some very cool effects right away. 555 00:28:54,686 --> 00:28:56,496 You can also use it for height. 556 00:28:59,736 --> 00:29:03,996 And ta-da, you know, we get some cool effects. 557 00:29:04,306 --> 00:29:06,776 We also have all the grunges like I was talking about before 558 00:29:07,896 --> 00:29:09,506 where you -- this is where they all live. 559 00:29:09,506 --> 00:29:10,986 You can also just search for them. 560 00:29:10,986 --> 00:29:13,766 Like if you go in roughness, you can just type search for grunge. 561 00:29:14,166 --> 00:29:15,916 But it's really handy to have them all here. 562 00:29:16,836 --> 00:29:20,106 So, in short, this is where a bunch of stuff will live. 563 00:29:21,216 --> 00:29:25,206 So, definitely worth checking that out, particularly the materials 564 00:29:25,206 --> 00:29:27,296 and smart materials and smart masking. 565 00:29:28,186 --> 00:29:32,546 Also, if you want to bring in your custom resources, like let's say you have images 566 00:29:32,546 --> 00:29:35,616 from Photoshop or whatever it might be, you already baked your maps, 567 00:29:35,716 --> 00:29:37,126 this is where you could bring them in. 568 00:29:37,916 --> 00:29:43,926 So, we have a little -- we have a material or a map which has been pre-made. 569 00:29:44,576 --> 00:29:49,726 And the way we get this in is we simply drag it in to our shelf. 570 00:29:49,826 --> 00:29:53,756 And now, we get this little dialog box up. 571 00:29:53,946 --> 00:29:57,416 This is going to tell you the name of it and then it's going to tell you what this is. 572 00:29:57,416 --> 00:29:58,196 Is this an alpha? 573 00:29:58,196 --> 00:29:59,876 Is it color lock, environment? 574 00:29:59,876 --> 00:30:00,786 Or is it a texture? 575 00:30:00,956 --> 00:30:04,136 This is a texture and you've got a definer as such. 576 00:30:04,136 --> 00:30:05,976 If you bring in HDRIs, you set it to environment. 577 00:30:06,066 --> 00:30:09,106 >> One thing I'd like to point out here, something that I didn't know 578 00:30:09,176 --> 00:30:10,686 which was really annoying in the beginning. 579 00:30:10,746 --> 00:30:16,866 You can select multiple, you know, imported objects here and then just select all of them 580 00:30:16,866 --> 00:30:19,016 if they're all textures or all environments. 581 00:30:19,016 --> 00:30:19,476 >> Oh, that's true. 582 00:30:19,476 --> 00:30:19,636 Yes. 583 00:30:19,636 --> 00:30:20,936 >> Yeah, you don't have to do it one by one. 584 00:30:20,936 --> 00:30:22,086 >> You can just drag -- select them all. 585 00:30:22,146 --> 00:30:22,556 >> Exactly. 586 00:30:22,556 --> 00:30:23,356 >> That's quite handy. 587 00:30:23,616 --> 00:30:25,866 You can also change, you can add a prefix to it 588 00:30:26,116 --> 00:30:28,146 which I don't really find that useful, but you could. 589 00:30:28,726 --> 00:30:33,206 And then, what you do is you import this under the current session 590 00:30:33,696 --> 00:30:36,046 into the project or onto the shelf. 591 00:30:36,166 --> 00:30:37,726 So, we're just going to do current session 592 00:30:37,726 --> 00:30:40,706 which means whenever we restart Painter, it's going to be reset. 593 00:30:40,976 --> 00:30:42,456 >> That just keeps it clean for us here. 594 00:30:42,576 --> 00:30:43,146 >> Exactly. 595 00:30:43,146 --> 00:30:46,656 So now, we have our resource right here. 596 00:30:48,296 --> 00:30:50,966 So now, if we have -- we make a fill layer. 597 00:30:51,476 --> 00:30:54,036 Now, we can drag and drop this guy into the fill layer. 598 00:30:54,156 --> 00:30:57,626 And this is how you would tile a map across. 599 00:30:57,626 --> 00:31:01,836 This is something I was wondering, me coming from Mari, I was wondering, is there like a fill 600 00:31:01,836 --> 00:31:03,976 or tile adjustment layer or something like that? 601 00:31:04,406 --> 00:31:08,116 But the way you would tile something across is dragging and dropping into a channel 602 00:31:08,446 --> 00:31:10,306 and now you can, you know, scale it up. 603 00:31:10,536 --> 00:31:12,216 >> Yeah. And that only works with fill layers. 604 00:31:12,216 --> 00:31:13,106 >> Yeah, exactly. 605 00:31:13,366 --> 00:31:17,726 So, you could also set this to tri-planar as well which is quite handy. 606 00:31:18,246 --> 00:31:20,936 So, you might use -- you're probably going to use a combination 607 00:31:21,346 --> 00:31:23,676 of tri-planars and UV production. 608 00:31:23,826 --> 00:31:26,026 >> Yeah. You know, some materials might be projections 609 00:31:26,026 --> 00:31:28,356 from the UVs and some might be tri-planar. 610 00:31:28,786 --> 00:31:29,316 >> Exactly. 611 00:31:29,716 --> 00:31:32,256 So next up, we are going to be looking at the projection tool. 612 00:31:32,606 --> 00:31:35,806 Now that we have a resource, we can actually use the projection tool. 613 00:31:35,976 --> 00:31:40,736 The projection tool is here. 614 00:31:40,936 --> 00:31:44,726 This is -- the hotkey is 3 for the projection tool. 615 00:31:45,216 --> 00:31:50,606 And the way we use this is we go under our paint tool 616 00:31:50,686 --> 00:31:53,056 or under our properties here down to the bottom. 617 00:31:53,516 --> 00:31:56,906 And under base color, we drag our resource in here. 618 00:31:57,116 --> 00:32:00,876 >> And that's with a regular layer and not a -- regular paint layer, not a fill layer. 619 00:32:00,986 --> 00:32:01,576 >> Exactly. 620 00:32:01,576 --> 00:32:04,246 Because now, we're doing bespoke painting onto this. 621 00:32:04,736 --> 00:32:09,026 The cool thing about using this tool is that you can get very specific results, 622 00:32:09,026 --> 00:32:11,916 such as if you want to have a logo in a very specific spot 623 00:32:12,236 --> 00:32:16,076 or you just really want this texture to be in, you know, this exact spot. 624 00:32:16,526 --> 00:32:19,616 This is the way you traditionally been painting something like Mari. 625 00:32:20,116 --> 00:32:23,816 But now with all the additions of all these super cool features in Painter, 626 00:32:23,906 --> 00:32:25,176 you're doing less and less of this. 627 00:32:25,386 --> 00:32:26,966 But this is still a really useful tool. 628 00:32:27,796 --> 00:32:32,556 The navigation for this is the same as regular 3D navigation, 629 00:32:32,556 --> 00:32:34,416 except that you're using the S key. 630 00:32:35,136 --> 00:32:38,586 So, if you want to rotate it, it's S and left mouse button. 631 00:32:38,786 --> 00:32:41,086 You want to scale it down, it's S and right mouse button. 632 00:32:41,086 --> 00:32:44,256 And you want to move it, it's S and middle mouse button. 633 00:32:46,756 --> 00:32:52,346 And then you use your regular hotkeys for resizing your brush and all that. 634 00:32:52,986 --> 00:32:55,876 So, it is an incredibly powerful tool if you really want 635 00:32:55,876 --> 00:32:59,566 to get specific textures in specific spots. 636 00:32:59,566 --> 00:33:05,446 >> Yeah. And the nice thing about doing this with projection is that if you have a layer, 637 00:33:05,446 --> 00:33:09,266 let's say that it's a fill layer that's not using tri-planar for some reason 638 00:33:09,266 --> 00:33:13,546 but is using UV projection, then you can always create a paint layer on top with projection 639 00:33:13,546 --> 00:33:15,286 to fill out, you know, those seams. 640 00:33:15,386 --> 00:33:15,966 >> Exactly. 641 00:33:16,276 --> 00:33:17,446 You can also set this to tiling. 642 00:33:17,536 --> 00:33:20,566 It's currently set to no tiling, but we can set this to tile. 643 00:33:20,566 --> 00:33:22,456 And now, it's just going to keep on painting. 644 00:33:22,836 --> 00:33:26,886 As this is a tileable map, you know, this here is just going to keep on going. 645 00:33:27,366 --> 00:33:30,696 So, the projection tool, very, very useful. 646 00:33:30,736 --> 00:33:34,066 Then we're going to be looking at the polygon fill tool. 647 00:33:34,876 --> 00:33:39,296 Let's make a new regular layer and let's look into the Polygon Fill tool. 648 00:33:39,386 --> 00:33:42,806 The Polygon Fill tool is incredibly powerful because it allows you to fill 649 00:33:42,806 --> 00:33:45,426 in specific colors in specific areas. 650 00:33:45,426 --> 00:33:48,076 So, let's just try it by default and see what happens. 651 00:33:48,566 --> 00:33:53,356 So now, it's set to polygons which means that whatever polygon is selected, 652 00:33:53,606 --> 00:33:55,256 we are going to be filling this in. 653 00:33:55,866 --> 00:33:59,756 You can also set in triangles which is also quite useful, I suppose. 654 00:34:00,006 --> 00:34:05,036 Where this becomes really useful is if this is set to the mesh part like this, 655 00:34:05,496 --> 00:34:09,176 the mesh fill option, where now you can just click on a portion 656 00:34:09,246 --> 00:34:13,146 and it will do all the connected bits to this piece of geometry. 657 00:34:13,316 --> 00:34:16,626 >> This is really handy for something like masking, when you want to mask 658 00:34:16,626 --> 00:34:20,206 out entire regions and not like wanting to have to hand paint it. 659 00:34:20,326 --> 00:34:21,056 >> Exactly. 660 00:34:21,166 --> 00:34:23,326 And then we also have UV section as well. 661 00:34:23,326 --> 00:34:26,806 So now, we can mask out only the UV part of this. 662 00:34:27,226 --> 00:34:30,726 This is entirely based on your UV map. 663 00:34:31,256 --> 00:34:33,546 >> So, like Morten said, this becomes really handy 664 00:34:33,546 --> 00:34:35,996 if we have a new fill layer and this is red. 665 00:34:36,366 --> 00:34:40,936 And then we have another filler and this is not red, it's blue. 666 00:34:41,636 --> 00:34:42,816 And now, we mask it out. 667 00:34:43,086 --> 00:34:48,436 Right mouse button, add a black mask effect stack, add a paint layer. 668 00:34:48,486 --> 00:34:53,966 And now, we can use this tool, the Polygon Fill tool. 669 00:34:55,076 --> 00:34:57,856 And simply just click where you want to be. 670 00:34:57,856 --> 00:35:02,846 So, for UVs, you simply click these parts and now we mask between them. 671 00:35:03,046 --> 00:35:05,566 >> Yeah. So, you know, just in case you didn't catch it, 672 00:35:05,566 --> 00:35:07,896 you're not actually selecting with blue here. 673 00:35:07,896 --> 00:35:11,146 You're just -- you're selecting white for the mask and then 674 00:35:11,146 --> 00:35:13,966 that just shows the blue that is on top of the red. 675 00:35:13,966 --> 00:35:14,486 >> Exactly. 676 00:35:14,866 --> 00:35:16,306 This is a really useful tool. 677 00:35:16,456 --> 00:35:19,096 Like Morten said, this is mostly used for masking. 678 00:35:19,296 --> 00:35:21,176 I don't really use this for anything else. 679 00:35:21,916 --> 00:35:26,986 Sometimes maybe you want to select some polygons here and there, but I've only used this 680 00:35:26,986 --> 00:35:29,656 for masking as far as I can remember. 681 00:35:29,886 --> 00:35:31,636 Hotkey here is again 4. 682 00:35:32,096 --> 00:35:34,166 So, it's 1, 2 and 3 and 4. 683 00:35:34,276 --> 00:35:34,886 >> Pretty intuitive. 684 00:35:34,936 --> 00:35:38,856 >> Pretty intuitive stuff. 685 00:35:38,856 --> 00:35:42,336 Then we have generators, filters and mask editors. 686 00:35:43,836 --> 00:35:45,996 So, let's look at some of these. 687 00:35:46,776 --> 00:35:51,256 Let's start with another fill layer and let's make this the same -- 688 00:35:51,256 --> 00:35:52,596 kind of same as what we had before. 689 00:35:52,726 --> 00:35:53,816 >> Don't tell me it's a red paint. 690 00:35:53,956 --> 00:35:55,316 >> It's going to be a red paint. 691 00:35:55,806 --> 00:36:02,136 And on top of this, we can make another layer which could be like a dirty one, 692 00:36:02,376 --> 00:36:05,126 something like this, and just change the scale of this. 693 00:36:06,916 --> 00:36:09,716 Hold on the Shift key just to have a bit more precision. 694 00:36:10,176 --> 00:36:12,856 And where generators become useful is if you want to mask 695 00:36:12,996 --> 00:36:16,456 between these different materials now. 696 00:36:16,736 --> 00:36:18,726 Now, you saw before we were hand painting it. 697 00:36:19,056 --> 00:36:21,946 But honestly, hand painting, that's for like if you're in 2001. 698 00:36:21,996 --> 00:36:22,366 >> Yeah. 699 00:36:22,366 --> 00:36:25,046 >> We are going to let the computer do some of the work. 700 00:36:25,116 --> 00:36:29,146 >> And the generators, as far as I know, they require the mesh maps, right? 701 00:36:29,146 --> 00:36:29,716 >> Yes, exactly. 702 00:36:30,056 --> 00:36:34,646 So, if we add a generator to this again under the effect stack on the layer -- 703 00:36:35,176 --> 00:36:37,166 oh, sorry, we have to make a black mask first. 704 00:36:37,576 --> 00:36:39,026 And now, we can add generator to this. 705 00:36:39,086 --> 00:36:42,406 Now, we have -- nothing has happened now because there's nothing in it. 706 00:36:42,406 --> 00:36:46,476 But if we go under the generator now, we have a few of them. 707 00:36:46,796 --> 00:36:49,246 One which is really cool is metal edges. 708 00:36:49,656 --> 00:36:53,116 And this just brings you like really gnarly broken up edges. 709 00:36:53,506 --> 00:36:56,206 The way this works is exactly what Morten was saying. 710 00:36:56,636 --> 00:36:59,746 If we go through our mesh maps in the B key, 711 00:36:59,746 --> 00:37:03,576 we can now see that we have ambient occlusion and curvature. 712 00:37:04,286 --> 00:37:11,486 These generators rely heavily on particularly curvature and ambient occlusion. 713 00:37:11,486 --> 00:37:11,706 >> Yeah. 714 00:37:11,866 --> 00:37:16,696 >> Because now, we have data on where are the edges which is exactly what's happening here. 715 00:37:16,916 --> 00:37:20,746 >> Yeah. I mean, so you could use painter with purely paint layers and fill layers 716 00:37:21,136 --> 00:37:25,626 if you want to, but you won't have access to the actual power of Painter 717 00:37:25,626 --> 00:37:27,476 which is the generators, in my opinion. 718 00:37:28,326 --> 00:37:30,166 >> So, you can hit the Invert button. 719 00:37:30,166 --> 00:37:32,346 This is something you're going to be doing quite a lot. 720 00:37:32,666 --> 00:37:35,276 You can also change the wear level for this. 721 00:37:35,376 --> 00:37:39,876 Now, keep in mind, this is a specific generator called metal edge wear. 722 00:37:40,266 --> 00:37:44,846 This is not great for a lot of things, but it's also really good to get a starting point for it. 723 00:37:45,056 --> 00:37:47,966 Like, you can see it's very specific in what it's doing. 724 00:37:48,306 --> 00:37:52,206 >> Yeah, it's wearing metal on the edges. 725 00:37:52,386 --> 00:37:52,976 >> On the edges. 726 00:37:53,116 --> 00:37:55,866 Exactly what you would expect it to do. 727 00:37:55,866 --> 00:37:58,996 So now, we can delete this one and we can get another one. 728 00:37:59,326 --> 00:38:01,726 Just hit the X key there. 729 00:38:01,866 --> 00:38:05,956 And now, we can get another one which is the mask editor. 730 00:38:06,326 --> 00:38:12,706 The mask editor is a lot less sexy from the get go, but this has a lot more power into it. 731 00:38:12,796 --> 00:38:16,626 This is also what I was saying before that this is where you have 732 00:38:16,706 --> 00:38:18,936 to start looking at the specific mask. 733 00:38:19,336 --> 00:38:21,706 Hold down the Alt key and click on the Mask. 734 00:38:21,856 --> 00:38:23,176 And now, you can see what's going on. 735 00:38:23,236 --> 00:38:27,516 >> It's kind of like if you use someone's predefined brush in Photoshop 736 00:38:27,696 --> 00:38:29,886 versus kind of making your own brush. 737 00:38:29,886 --> 00:38:30,316 >> Yeah, exactly. 738 00:38:30,896 --> 00:38:36,906 So, this allows you to do tons of different things where you can amp up stuff 739 00:38:36,906 --> 00:38:39,596 like the ambient occlusion, you can amp up the curvature 740 00:38:40,036 --> 00:38:42,796 and you can really get very specific results with this. 741 00:38:43,566 --> 00:38:47,876 You can also under texture input, you can add, you guessed it, a grunge. 742 00:38:48,136 --> 00:38:50,936 And you can get very cool results with this. 743 00:38:51,076 --> 00:38:54,566 If we can see where we can add this and set the opacity now to higher. 744 00:38:55,066 --> 00:38:57,426 And that's a super funky texture. 745 00:38:59,476 --> 00:39:05,996 So now, this is where you can really get some real power out of the masking. 746 00:39:06,386 --> 00:39:09,126 The mask generator is something you're just going to have to play with because, honestly, 747 00:39:09,126 --> 00:39:11,606 there are way too many settings to play around to show you here. 748 00:39:12,016 --> 00:39:12,726 But this is -- 749 00:39:13,056 --> 00:39:17,976 >> But essentially, you could make the metal edge wear from the mask editor. 750 00:39:17,976 --> 00:39:18,706 >> Yeah, pretty much. 751 00:39:18,706 --> 00:39:20,526 You can get some very interesting results with this. 752 00:39:20,616 --> 00:39:24,076 And again, this is why we look into our -- 753 00:39:24,076 --> 00:39:30,376 we watch our mask here instead of looking at the material because it's just too hard to -- 754 00:39:30,916 --> 00:39:33,306 like, you don't have enough information, honestly. 755 00:39:33,306 --> 00:39:36,386 >> Yeah. And especially once you start stacking stuff on top of each other, you have more 756 00:39:36,386 --> 00:39:38,696 and more materials, it can be quite hard to figure 757 00:39:38,696 --> 00:39:42,236 out what material and which generator does what. 758 00:39:42,436 --> 00:39:43,026 >> Exactly. 759 00:39:43,516 --> 00:39:46,206 And this is again where we can add like a height to it. 760 00:39:46,206 --> 00:39:49,076 And now, you can just see that. 761 00:39:49,076 --> 00:39:50,056 Oh, let's do another one. 762 00:39:50,266 --> 00:39:58,026 And now, we get this really nice result where you get like real depth into it. 763 00:39:58,506 --> 00:40:02,156 So again, this is one of the absolutely coolest things in Painter 764 00:40:02,156 --> 00:40:05,836 where you really have a lot of power in this. 765 00:40:06,026 --> 00:40:09,846 Another one which is quite handy if you going to delete this is -- 766 00:40:10,446 --> 00:40:12,356 oops, that was deleting the entire thing. 767 00:40:13,266 --> 00:40:14,196 >> Yeah, that's important. 768 00:40:14,196 --> 00:40:16,876 Like, you don't have to actually delete the generator every time. 769 00:40:16,876 --> 00:40:22,146 You can just delete the generator that's being used in the generator. 770 00:40:22,146 --> 00:40:22,686 >> Yeah, exactly. 771 00:40:23,276 --> 00:40:24,256 Yeah, the container for it. 772 00:40:24,256 --> 00:40:24,666 > Yeah, yeah. 773 00:40:24,666 --> 00:40:26,656 >> But there's a specific one you're using. 774 00:40:27,156 --> 00:40:28,436 Light is also quite handy. 775 00:40:28,836 --> 00:40:31,026 This is again, if we hold on the Alt key. 776 00:40:31,316 --> 00:40:34,626 Now, you can see exactly what's going on here where this is -- 777 00:40:34,886 --> 00:40:38,806 you can mask out stuff based on light direction. 778 00:40:39,136 --> 00:40:43,356 Now, keep in mind, this doesn't actually -- this is not physically based or anything on this. 779 00:40:43,356 --> 00:40:48,816 This just looks at your position map and your world normal map, I believe. 780 00:40:49,376 --> 00:40:51,996 So, this doesn't respect shadows or anything like this. 781 00:40:52,126 --> 00:40:58,366 But this is incredibly handy if you want to do something like a worn texture 782 00:40:58,366 --> 00:41:03,616 from the top where, you know, stuff is -- there's been a lot of stuff happening up here, 783 00:41:03,746 --> 00:41:05,406 but you don't want the bottom to be masked out. 784 00:41:05,806 --> 00:41:07,786 >> Or you could do like snow with it, you know. 785 00:41:07,786 --> 00:41:09,196 >> Yeah, exactly. 786 00:41:09,196 --> 00:41:15,666 >> So, don't think of it as maybe actual light but more -- it's just a mask, basically. 787 00:41:16,056 --> 00:41:19,366 It could also be, you know, the sun has destroyed it and stuff. 788 00:41:19,366 --> 00:41:19,826 >> Exactly. 789 00:41:19,826 --> 00:41:23,436 This is something you see a lot where there's a lot of sun damage everywhere and stuff. 790 00:41:23,776 --> 00:41:26,126 So, the light one is really nice. 791 00:41:26,176 --> 00:41:28,106 And then you can also use a fill layer on top. 792 00:41:28,576 --> 00:41:31,356 And you could pipe in different things like grunges 793 00:41:31,356 --> 00:41:34,496 and change the blending modes here to something like multiply. 794 00:41:34,826 --> 00:41:37,616 And now, you can really break up this material now. 795 00:41:37,616 --> 00:41:41,626 >> Yeah. So now, it kind of looks like it's had a lot of heat from above 796 00:41:41,626 --> 00:41:44,456 and the paint has started to like almost bubble up or something. 797 00:41:44,456 --> 00:41:45,046 >> Yeah, exactly. 798 00:41:45,426 --> 00:41:48,836 >> So, the power of generators is crazy in Substance. 799 00:41:48,946 --> 00:41:53,506 >> Yeah. This deserves its own video because there's way too much 800 00:41:53,506 --> 00:41:54,946 to cover when it comes to generators. 801 00:41:55,196 --> 00:42:00,016 Then we have smart materials. 802 00:42:00,156 --> 00:42:02,726 Smart materials are really, really cool. 803 00:42:03,076 --> 00:42:08,536 A smart material is just a saved material where all the settings here are saved. 804 00:42:08,536 --> 00:42:12,116 So, we can make -- actually, let's undo this and let's have this. 805 00:42:12,186 --> 00:42:13,776 So, we could save this as a material. 806 00:42:13,776 --> 00:42:17,706 Let's say we want to use this exact material here for something else. 807 00:42:18,616 --> 00:42:20,286 Let's say you want to use this for the body. 808 00:42:20,736 --> 00:42:21,936 We can easily do that. 809 00:42:22,486 --> 00:42:25,246 We can group this and we can call this -- 810 00:42:25,246 --> 00:42:26,786 >> So, how do you do that? 811 00:42:26,816 --> 00:42:30,156 >> You hit Ctrl G to group it and then we can name it now. 812 00:42:30,236 --> 00:42:34,346 We can call it My Smart Material. 813 00:42:35,076 --> 00:42:40,356 So, what this means is it's going to use the same curvature maps and everything is going 814 00:42:40,356 --> 00:42:43,436 to pipe into the same places, just in a different place. 815 00:42:44,536 --> 00:42:47,426 So, you could simply copy paste this onto a different one 816 00:42:47,706 --> 00:42:49,216 or we can make a smart material on it. 817 00:42:49,376 --> 00:42:54,666 And you do this by holding down the right mouse button or clicking the right mouse button. 818 00:42:54,666 --> 00:42:56,466 And then we have Create Smart Material. 819 00:42:56,656 --> 00:43:00,036 And now, we can see that My Smart Material has been created. 820 00:43:00,236 --> 00:43:05,736 Now, we can drag this onto one of the other ones. 821 00:43:05,736 --> 00:43:09,356 So, this is incredibly powerful when it comes to texturing because now, 822 00:43:09,356 --> 00:43:11,276 you don't have to texture every single piece by hand. 823 00:43:11,626 --> 00:43:16,216 You can make one really kick-ass material and you can drag these onto the other pieces, 824 00:43:16,576 --> 00:43:18,276 obviously do a better job than this. 825 00:43:19,136 --> 00:43:22,006 And you can use that as a base. 826 00:43:22,106 --> 00:43:26,006 So, for instance, if you have a project and you got a texture like 200 pieces of wood, 827 00:43:26,446 --> 00:43:30,196 you wouldn't look for, like, these specific references for each of them. 828 00:43:30,376 --> 00:43:34,176 You would just make a smart material for wood and you would modify them based on that. 829 00:43:34,176 --> 00:43:37,906 >> And if you need something that's a little more hero for one piece of wood, 830 00:43:37,906 --> 00:43:39,656 you could always drag on your smart material. 831 00:43:39,746 --> 00:43:43,086 And then on top of that, you know, add more fill layers or paint layers. 832 00:43:43,086 --> 00:43:43,646 >> Yeah, exactly. 833 00:43:43,896 --> 00:43:49,226 Smart material should really be used as a starting point and not the end result. 834 00:43:50,026 --> 00:43:53,276 So yeah, this is -- you have all the predefines down here. 835 00:43:53,566 --> 00:43:55,836 And like I said, I really recommend that you go through them 836 00:43:55,836 --> 00:43:59,136 and just reverse-engineer the life out of them. 837 00:43:59,136 --> 00:43:59,203 >> Yeah. 838 00:43:59,203 --> 00:44:00,886 >> That's going to be quite handy. 839 00:44:04,426 --> 00:44:08,226 And then the last thing we are going to be looking at is Iray. 840 00:44:08,706 --> 00:44:12,166 Now, we have done some really nice texturing on our model 841 00:44:12,346 --> 00:44:15,216 and everything is ready for presentation. 842 00:44:15,956 --> 00:44:20,496 The way we can present this is we can use iRay which you find by clicking 843 00:44:20,496 --> 00:44:22,926 on this nice friendly camera icon up here. 844 00:44:23,516 --> 00:44:29,686 So, iRay is a really nice feature in Painter as it's a proper ray-traced render engine 845 00:44:29,686 --> 00:44:33,216 and not like a real time preview like you're seeing in the actual viewport. 846 00:44:33,806 --> 00:44:37,606 So here, we have the render settings all the way on top here. 847 00:44:37,726 --> 00:44:40,816 We set this to one second just to make recording easier. 848 00:44:40,816 --> 00:44:41,056 >> Yeah. 849 00:44:41,056 --> 00:44:44,946 >> But this is where you would set how long the rendering time is going to be. 850 00:44:44,946 --> 00:44:49,386 So, if you want, like, a nice good render, maybe set this to like 20 minutes or so. 851 00:44:49,486 --> 00:44:51,326 >> You can see we have some noise here, 852 00:44:51,436 --> 00:44:54,306 but you can get that away by just increasing the max time. 853 00:44:54,466 --> 00:44:55,106 >> Yeah, exactly. 854 00:44:55,476 --> 00:45:01,416 So, that's one of my favorite features of iRay because it's so easy to use in terms 855 00:45:01,416 --> 00:45:05,936 of render settings because you have, like, one slider and that's time. 856 00:45:06,566 --> 00:45:08,626 There isn't any like threshold craziness. 857 00:45:09,996 --> 00:45:14,566 And then under here, under Display Settings, it will inherit all the settings 858 00:45:14,846 --> 00:45:18,346 from the regular Painter mode because it's still in Painter. 859 00:45:18,726 --> 00:45:25,566 So, whatever HDRI you have enabled, it's going to set that up for you and it's going 860 00:45:25,566 --> 00:45:28,496 to light it properly here with nice shadows and everything. 861 00:45:28,496 --> 00:45:32,276 There isn't like a setting for enable shadows, it's just going to do that by itself. 862 00:45:32,936 --> 00:45:34,966 >> Because that comes built in with HDRIs. 863 00:45:34,966 --> 00:45:35,656 >> Yeah, exactly. 864 00:45:35,906 --> 00:45:38,636 >> So, this is where I want to show the FlippedNormals' HDRIs 865 00:45:38,636 --> 00:45:41,956 because I think they're just nicer than the regular studio HDRIs. 866 00:45:42,506 --> 00:45:43,656 But that's totally up to you. 867 00:45:44,186 --> 00:45:44,616 >> Exactly. 868 00:45:45,526 --> 00:45:49,826 So, one setting I always change is the clear color. 869 00:45:49,946 --> 00:45:54,206 By default -- it seems like they're changing setting now, so clear color section enabled. 870 00:45:54,666 --> 00:45:59,466 But if it's not in yours for some reason, then I would highly recommend enabling it. 871 00:45:59,916 --> 00:46:04,146 It just means that there is one clean color in the background because the HDRIs have 872 00:46:04,146 --> 00:46:08,356 so much stuff and when you're presenting your work, you really don't want any nastiness. 873 00:46:08,356 --> 00:46:10,266 >> They don't really look nice for backgrounds, I think. 874 00:46:10,386 --> 00:46:11,566 >> No, no they don't. 875 00:46:11,776 --> 00:46:14,256 You want like probably a nice clean presentation here. 876 00:46:15,506 --> 00:46:17,656 You can also change the ground plane where that is. 877 00:46:18,056 --> 00:46:21,816 This is by default set to pretty good value, so this actually works. 878 00:46:21,816 --> 00:46:25,746 But you could also change this to something else. 879 00:46:26,476 --> 00:46:27,846 You can do like this. 880 00:46:29,926 --> 00:46:33,816 >> Yeah. So, you know, if your model is properly centered and placed on the ground 881 00:46:33,816 --> 00:46:35,176 where it should be, that shouldn't be an issue. 882 00:46:35,286 --> 00:46:35,836 >> Yeah, exactly. 883 00:46:36,746 --> 00:46:40,786 Then we also have, if you scroll down, we have our camera settings or you can click on these. 884 00:46:40,836 --> 00:46:43,836 These aren't different -- they aren't like different menus, 885 00:46:43,836 --> 00:46:45,876 they're just bookmarks to the same one. 886 00:46:46,456 --> 00:46:47,666 So, we have camera settings. 887 00:46:47,936 --> 00:46:50,776 You can change this to something like 35 millimeters if you want, like, 888 00:46:50,776 --> 00:46:53,926 a more -- less squished look for it. 889 00:46:54,206 --> 00:46:55,996 I prefer a more 35 look. 890 00:46:56,696 --> 00:47:01,686 And we can also change stuff like post-effects. 891 00:47:02,046 --> 00:47:07,816 If we enable post-effects, by default, glare should be enabled which is quite crazy. 892 00:47:07,906 --> 00:47:12,966 I really just hate the glare feature because it just makes my stuff look nasty, I think. 893 00:47:13,106 --> 00:47:17,226 But if you want glare, you can enable that and have nice glare on your models. 894 00:47:17,356 --> 00:47:19,576 >> I mean, if you're going for like a Mass Effect 3 look 895 00:47:19,616 --> 00:47:22,846 on your Painter stuff, then glare can be nice. 896 00:47:22,936 --> 00:47:23,496 >> Exactly. 897 00:47:23,576 --> 00:47:26,906 When it comes to post-effects, I just prefer to do all of this in Photoshop 898 00:47:26,906 --> 00:47:29,176 as I have so much more control over it. 899 00:47:29,286 --> 00:47:31,086 And I think the tools there are just a bit nicer. 900 00:47:31,686 --> 00:47:36,956 One thing though which is quite cool is we can use depth of field. 901 00:47:37,576 --> 00:47:40,366 So, if you enable depth of field and when it's changed aperture, 902 00:47:40,806 --> 00:47:44,746 now it's going to give you some pretty damn good 2D depth of field. 903 00:47:44,746 --> 00:47:44,926 >> Yeah. 904 00:47:45,416 --> 00:47:48,076 >> You can also change your focus distance to see where it's going to be now. 905 00:47:48,376 --> 00:47:49,556 And now, it's not rendering. 906 00:47:49,556 --> 00:47:50,926 This is purely a 2D effect. 907 00:47:51,666 --> 00:47:56,226 Or we can hit control middle mouse button to set the focus. 908 00:47:56,226 --> 00:47:59,646 So, we can set this all the way up so it blurs like crazy. 909 00:48:00,676 --> 00:48:03,016 Keep in mind, this here is only a 2D effect. 910 00:48:03,556 --> 00:48:08,096 If you want real depth of field, we first set the aperture all the way 911 00:48:08,096 --> 00:48:09,206 down so it doesn't go crazy. 912 00:48:09,576 --> 00:48:12,926 We disable the 2D depth of field, just disable post-effects. 913 00:48:13,786 --> 00:48:21,356 And now, if we increase the aperture, now it's going to start blurring the render. 914 00:48:21,496 --> 00:48:21,996 >> Pretty crazy. 915 00:48:22,246 --> 00:48:24,466 So, this is actual 3D depth of field. 916 00:48:25,186 --> 00:48:26,326 >> Yeah, this is quite nice. 917 00:48:26,326 --> 00:48:31,756 This is quite noisy though, as you can see, because we have set it to literally one second. 918 00:48:32,586 --> 00:48:36,816 But if you want this to look nice, you got to increase this quite a lot. 919 00:48:36,816 --> 00:48:38,826 Depth of field takes a long time to resolve. 920 00:48:39,606 --> 00:48:43,916 And as with 2D depth of field, it's the same hotkey for changing the focus. 921 00:48:44,526 --> 00:48:50,446 So, Ctrl-middle mouse button for that. 922 00:48:50,446 --> 00:48:55,236 >> Yeah. So, I think it's a really cool feature of iRay actually to have that included 923 00:48:55,556 --> 00:48:59,776 because you can make some really nice, very cinematic-looking renders with it. 924 00:48:59,776 --> 00:49:00,636 >> I really like iRay. 925 00:49:00,836 --> 00:49:02,436 It's a sort of really good engine. 926 00:49:02,436 --> 00:49:06,866 We use it for some of our FlippedNormals' promo shots because it's here. 927 00:49:07,036 --> 00:49:07,316 >> Yeah. 928 00:49:07,516 --> 00:49:12,536 >> All the stuff rendered for the promo shots for the fan tutorial is all iRay. 929 00:49:12,666 --> 00:49:14,976 There isn't any fancy stuff outside there. 930 00:49:15,886 --> 00:49:19,216 When you want to save your render, once it's computed for more 931 00:49:19,316 --> 00:49:22,006 than one second, you hit Save Render. 932 00:49:22,476 --> 00:49:23,876 And that's going to save the render. 933 00:49:24,216 --> 00:49:27,946 I prefer to save it as an EXR file as I just have more control that way. 934 00:49:28,316 --> 00:49:30,086 Bring it to Photoshop and keep editing it there. 935 00:49:30,496 --> 00:49:33,696 Or you can share it directly to ArtStation if you are so inclined. 936 00:49:34,206 --> 00:49:38,336 You can also just see up here, it's done. 937 00:49:38,706 --> 00:49:41,066 If it's not done, it's going to say, "Not done." 938 00:49:41,176 --> 00:49:44,056 >> Yeah. And rendering time, one second out of one second, so. 939 00:49:44,896 --> 00:49:45,366 >> So, pretty good. 940 00:49:45,686 --> 00:49:50,726 So again, the hotkey is F10 to go into iRay or you can click this nice friendly button up here. 941 00:49:51,726 --> 00:49:57,376 And F9 or click it again to get back into regular Painter. 942 00:49:57,906 --> 00:50:01,376 The cool thing about iRay is that you can really preview your model. 943 00:50:01,726 --> 00:50:06,686 So, instead of exporting your maps out and, you know, setting them all up in Arnold 944 00:50:06,686 --> 00:50:08,976 or whatever it is, you can just get a nice render for it there. 945 00:50:09,246 --> 00:50:14,546 So, what I'm doing -- my workflow for this is I paint in Painter and I go into iRay, 946 00:50:14,776 --> 00:50:17,466 see the result, go back into Painter and keep painting here. 947 00:50:17,756 --> 00:50:19,486 So, it's a very iterative process. 948 00:50:20,786 --> 00:50:24,196 So, this really covers pretty much everything you need to know 949 00:50:24,196 --> 00:50:25,636 in order to get started with Painter. 950 00:50:25,636 --> 00:50:30,816 There are some features we haven't covered which deserve separate videos like exporting out maps 951 00:50:30,976 --> 00:50:37,246 and baking because they're just slightly bigger topics and they can't fit in this. 952 00:50:37,656 --> 00:50:40,356 >> So, yeah, I think you should be good to go from now on. 953 00:50:40,396 --> 00:50:44,446 If you want to see more specific topics covered, like maybe want us to do a video 954 00:50:44,446 --> 00:50:47,956 on purely baking or one on generators or something like that, 955 00:50:48,106 --> 00:50:50,676 make sure to leave that in the comments down below. 956 00:50:50,806 --> 00:50:51,446 >> For sure. 957 00:50:51,556 --> 00:50:55,496 >> And if you do want a more in-depth one that's more project-based, 958 00:50:55,496 --> 00:50:59,016 we have our sort of more comprehensive introduction to Substance Painter 959 00:50:59,016 --> 00:51:01,256 that you can grab over on the FlippedNormals Marketplace as well. 960 00:51:01,506 --> 00:51:02,846 >> Link to that in the description. 961 00:51:03,036 --> 00:51:06,516 And in the description as well, you'd also have all the hotkeys used 962 00:51:06,516 --> 00:51:07,786 and timestamps for everything. 963 00:51:07,786 --> 00:51:11,566 So, if you want to revisit this video in the future, it's going to be really easy. 964 00:51:11,736 --> 00:51:11,956 >> Yeah. 965 00:51:12,046 --> 00:51:14,866 >> And also, please share this with friends and colleagues and everything. 966 00:51:14,936 --> 00:51:15,346 This is -- 967 00:51:15,346 --> 00:51:18,926 >> Anyone who's wanting to get into Painter, I guess. 968 00:51:18,996 --> 00:51:20,816 But yeah, thank you guys so much for watching.