WEBVTT 00:00:00.596 --> 00:00:00.756 >> Hey, guys. 00:00:00.756 --> 00:00:06.006 Henning and Morten from FlippedNormals here. 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 00:00:10.556 --> 00:00:13.126 in order to get started with Substance Painter. 00:00:13.666 --> 00:00:16.076 It's going to be maybe an hour or so. 00:00:16.076 --> 00:00:17.036 >> Something like that, yeah. 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 00:00:22.586 --> 00:00:26.716 where you actually know how to navigate the software, what the general principles are. 00:00:27.756 --> 00:00:31.526 So, before we get too deep into this, we just quickly want to talk to you 00:00:31.526 --> 00:00:34.246 about our full introduction to Substance Painter Series. 00:00:34.626 --> 00:00:37.566 This video you're watching now is not a free excerpt or anything on this. 00:00:37.566 --> 00:00:38.976 This is a whole standalone video. 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 00:00:43.356 --> 00:00:47.356 over four hours long which covers essentially everything you need to know, 00:00:47.456 --> 00:00:51.136 where we also go through a more project-based approach where we do -- 00:00:51.136 --> 00:00:53.746 we texture this fan here from scratch. 00:00:53.746 --> 00:00:56.696 >> Yeah. So, if you're interested in something that's more project-based 00:00:56.696 --> 00:00:58.566 where you have a one-to-one thing you can follow, 00:00:58.566 --> 00:01:02.446 that's going to be probably your next step after watching this video. 00:01:02.446 --> 00:01:03.046 >> Exactly. 00:01:03.436 --> 00:01:07.786 So, before you also get started with anything in Painter, follow the link in the description 00:01:07.866 --> 00:01:14.016 or Google Substance PBR Guide and read these two volumes, Volume 1 and Volume 2. 00:01:14.116 --> 00:01:18.306 These are by far the best guides ever written on understanding PBR. 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. 00:01:22.296 --> 00:01:25.886 >> Yeah. It's essential for any sort of modern-day texturing nowadays, 00:01:25.886 --> 00:01:28.096 especially when you're doing it in Painter. 00:01:28.386 --> 00:01:29.106 >> Yeah, it really is. 00:01:30.326 --> 00:01:34.266 So, let's open up Painter and let's see what we have. 00:01:34.626 --> 00:01:37.336 This is what it looks like whenever you first open up Painter. 00:01:37.336 --> 00:01:39.886 We're using 2018.3.3. 00:01:40.476 --> 00:01:43.766 And the thing in Painter is you need something to work with. 00:01:43.766 --> 00:01:47.326 Like it's not like ZBrush and Maya where you can start painting on nothing. 00:01:47.496 --> 00:01:47.706 >> No. 00:01:47.706 --> 00:01:48.946 >> We need assets and projects. 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 00:01:54.136 --> 00:01:56.696 to go this little nice guy called Meet MAT. 00:01:57.086 --> 00:02:02.406 This is a really good project to work with because it's quite simple 00:02:02.406 --> 00:02:05.786 but has everything you need in order to get started with stuff. 00:02:06.266 --> 00:02:10.536 >> Yeah. The nice thing about this is that all maps are there for you to use 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. 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. 00:02:18.936 --> 00:02:19.126 >> Yeah. 00:02:19.386 --> 00:02:23.106 >> So, you have all the tools you need over here, 00:02:23.106 --> 00:02:26.156 such as the painting tools, erasing tools and all that. 00:02:26.156 --> 00:02:27.466 We'll get to this a bit later on. 00:02:27.736 --> 00:02:33.126 Up here, we have the menu such as saving, loading, quitting the software. 00:02:34.116 --> 00:02:35.736 >> Should you want to rage quit at some point. 00:02:35.736 --> 00:02:36.506 >> Should you want to do that. 00:02:37.136 --> 00:02:41.886 Navigation is Alt-left mouse button to rotate. 00:02:42.706 --> 00:02:46.556 To zoom, you hit Alt-right mouse button and drag. 00:02:47.176 --> 00:02:50.066 And then to pan, hit Alt-middle mouse button. 00:02:50.356 --> 00:02:51.726 Now, you can pan around. 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. 00:02:58.186 --> 00:03:00.186 I don't really like to work like this. 00:03:00.186 --> 00:03:02.716 I generally prefer to see the full 3D viewport. 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, 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. 00:03:13.886 --> 00:03:17.136 >> Yeah. Most of the time, I mean, seeing as it's a 3D painting software, 00:03:17.136 --> 00:03:19.096 you'll probably be using the 3D viewport. 00:03:19.306 --> 00:03:23.796 There are instances where the UV viewport is useful, like stamping on logos or something 00:03:23.896 --> 00:03:26.466 when we want to be more precise with lining stuff up. 00:03:26.756 --> 00:03:28.426 But most of the time, it's going to be this viewport. 00:03:28.696 --> 00:03:31.766 >> Yeah. So, you can also drag stuff around. 00:03:31.996 --> 00:03:35.476 So, this is really cool and you are definitely going to be doing this by accident. 00:03:36.016 --> 00:03:37.986 So, if you, you know, want to customize your interface, 00:03:37.986 --> 00:03:39.876 you can do this to your heart's content. 00:03:40.066 --> 00:03:43.906 It's really cool stuff and you can really make an interface which suits you. 00:03:44.646 --> 00:03:46.966 You know, everything is really modular here. 00:03:46.966 --> 00:03:49.676 The way you fix this though is now, we have screwed this on the out 00:03:49.676 --> 00:03:52.496 and repair is we go to Window and we'd reset UI. 00:03:52.496 --> 00:03:55.266 Now, everything is back to where you went off. 00:03:55.476 --> 00:03:57.136 And it's important to say in the beginning 00:03:57.136 --> 00:03:59.596 because you will definitely screw some of this up. 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 00:04:04.226 --> 00:04:08.216 of UI options that you have are also kind of limited but in a good way. 00:04:08.476 --> 00:04:12.876 So, after this introduction, you should have a fairly good grasp on everything, actually. 00:04:12.876 --> 00:04:13.506 >> Yeah, exactly. 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. 00:04:19.696 --> 00:04:22.756 So, this is the only way to actually change the lighting. 00:04:22.756 --> 00:04:25.366 You don't actually have 3D lights and there is no way 00:04:25.366 --> 00:04:27.936 to lock this to a camera, at least not yet. 00:04:28.316 --> 00:04:32.476 So, if you're going behind here and you're seeing that it's really dark, 00:04:32.726 --> 00:04:36.446 you need to hit Shift-right mouse button and just rotate the lighting. 00:04:36.706 --> 00:04:39.806 This might seem a bit annoying in the beginning but honestly, it just becomes second nature. 00:04:39.966 --> 00:04:40.186 >> Yeah. 00:04:40.296 --> 00:04:42.066 >> It's not going to be a problem at all. 00:04:42.256 --> 00:04:45.776 Then one thing you can see though is we have this glare. 00:04:46.586 --> 00:04:50.916 And this is super cool but it's absolutely useless to us. 00:04:51.016 --> 00:04:53.896 This might be cool if you're presenting your model but for any kind 00:04:53.896 --> 00:04:57.116 of texture painting, this is beyond useless. 00:04:57.326 --> 00:04:59.596 >> Yeah. It actually just messes up your colors most of the time. 00:04:59.596 --> 00:05:00.176 >> Exactly. 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 00:05:05.896 --> 00:05:07.876 and the top one is called Display Settings. 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. 00:05:14.216 --> 00:05:18.406 Disable this and we see that glare and now there is no more glare. 00:05:18.756 --> 00:05:23.086 This is also where we can change the focal length as well of our camera. 00:05:23.526 --> 00:05:26.426 Default 17 is fine for this guy but if you have something 00:05:26.426 --> 00:05:28.686 like a human face, it's going to look really weird. 00:05:29.046 --> 00:05:31.856 >> Yeah. You probably want something closer to 35, maybe. 00:05:31.896 --> 00:05:32.606 >> Yeah, exactly. 00:05:32.606 --> 00:05:35.766 We can also change the environment map you're seeing as well 00:05:35.766 --> 00:05:38.406 because everything here is lit with an HDRI. 00:05:38.406 --> 00:05:41.576 Like I said, we don't actually have lights at all. 00:05:41.826 --> 00:05:43.346 We only have HDRIs. 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. 00:05:48.896 --> 00:05:53.426 You can see here that a lot of the default HDRIs are quite bad 00:05:53.676 --> 00:05:55.016 because they contain so much color. 00:05:55.596 --> 00:05:57.486 Like now, there's a green tint to it. 00:05:57.486 --> 00:05:59.746 The other one has like a nice warm tint. 00:05:59.986 --> 00:06:02.936 You really want to be careful with which HDRI you're using. 00:06:03.136 --> 00:06:05.896 I prefer one of these guys, like Studio 2 is quite nice. 00:06:06.236 --> 00:06:09.666 It's quite neutral and it doesn't have any color information. 00:06:10.046 --> 00:06:13.286 >> I mean, if you are interested, FlippedNormals also has a studio pack 00:06:13.286 --> 00:06:15.166 that you can actually use for this. 00:06:15.716 --> 00:06:19.536 But I think the default that come with Substance are pretty good. 00:06:19.816 --> 00:06:20.566 >> Yeah, they're decent. 00:06:20.646 --> 00:06:20.876 >> Yeah. 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. 00:06:25.246 --> 00:06:28.606 This is purely the Alt -- oh, sorry, Shift-right mouse button. 00:06:28.856 --> 00:06:32.626 Also, keep in mind, when it comes to rotation, you can't rotate up and down. 00:06:32.806 --> 00:06:36.346 So, if you have an HDRI and something is super dark on the bottom 00:06:36.636 --> 00:06:39.036 or the top, that's just tough luck. 00:06:39.036 --> 00:06:39.186 >> Yeah. 00:06:39.186 --> 00:06:40.676 >> You can't really do anything about that. 00:06:40.676 --> 00:06:41.526 >> Change your HDRI. 00:06:41.816 --> 00:06:42.636 >> Yeah, exactly. 00:06:42.716 --> 00:06:43.266 >> That's about it. 00:06:44.256 --> 00:06:45.796 >> We can also change the exposure. 00:06:46.126 --> 00:06:49.926 And you never ever, ever want to do this when you're painting because now suddenly, 00:06:50.136 --> 00:06:52.636 if you make it too bright or too dark, 00:06:52.736 --> 00:06:55.296 you're going to over-light or under-light your textures. 00:06:55.296 --> 00:06:56.926 So, make sure this is set to zero. 00:06:57.316 --> 00:07:00.106 You can also enable the shadows which are quite cool 00:07:00.106 --> 00:07:03.406 because now you can see a more approximate result of what you're doing. 00:07:03.566 --> 00:07:07.466 You can change the computation mode as well here, but lightweight is quite good. 00:07:07.876 --> 00:07:09.866 I honestly prefer to work without shadows on. 00:07:10.116 --> 00:07:13.716 >> Yeah. Because again, like when you're painting textures, we want, 00:07:13.716 --> 00:07:16.616 like we want our albedo to be as pure as possible. 00:07:16.616 --> 00:07:17.116 >> Yeah, exactly. 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 00:07:21.706 --> 00:07:24.046 and then start to correct after the shadows. 00:07:24.046 --> 00:07:24.656 >> Yeah, exactly. 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 00:07:30.226 --> 00:07:35.156 to change lighting now, we are quickly going to look at -- these are texture sets. 00:07:35.406 --> 00:07:38.836 Texture sets are essentially shaders. 00:07:39.126 --> 00:07:40.306 The way I like to think about this is 00:07:40.386 --> 00:07:44.636 that every single texture set here has one shader assigned to it. 00:07:44.636 --> 00:07:46.526 So, whenever you're exporting this back into Maya, 00:07:46.856 --> 00:07:50.206 the head texture set will be the head shader. 00:07:50.536 --> 00:07:54.496 It could also be not grouped based on body part but based on material. 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. 00:08:00.546 --> 00:08:01.466 That helps me a lot. 00:08:01.676 --> 00:08:03.526 >> Yeah. And that's really how you separate it. 00:08:03.526 --> 00:08:07.016 So, you would always prep it in another 3D software beforehand. 00:08:07.016 --> 00:08:07.326 >> Yeah, exactly. 00:08:07.326 --> 00:08:11.656 >> Just simply, you know, select the object or parts of the objects that you want 00:08:12.216 --> 00:08:14.566 in your texture set and apply a different shader to it. 00:08:14.776 --> 00:08:15.256 >> Exactly. 00:08:15.656 --> 00:08:18.556 So, you can see these also have different UVs as well. 00:08:18.796 --> 00:08:23.526 So, there is no overlap between them because there's completely separate shaders. 00:08:23.736 --> 00:08:28.726 Whenever you're dealing with texture sets, you kind of got to discard the mentality 00:08:28.726 --> 00:08:32.966 of like an outliner or hierarchy of your objects 00:08:33.066 --> 00:08:36.266 because the hierarchy is completely irrelevant when you're texturing. 00:08:36.476 --> 00:08:39.036 Hierarchy is used when you're rigging and doing that kind of stuff. 00:08:39.036 --> 00:08:40.926 But for this, these are pure shaders. 00:08:40.986 --> 00:08:43.116 Let's go back to F2. 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. 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. 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. 00:09:01.956 --> 00:09:07.476 Let's say you're painting down here and you want to switch it, quite annoying. 00:09:07.516 --> 00:09:09.456 So, Ctrl Alt-right mouse button. 00:09:09.676 --> 00:09:10.886 We can also solo it. 00:09:10.886 --> 00:09:12.656 So, let's say you only want to see the body. 00:09:12.966 --> 00:09:14.916 Now, you just hit the solo button. 00:09:14.916 --> 00:09:16.626 This is something I do all the time. 00:09:16.816 --> 00:09:19.396 >> Is there a way to set up a hotkey for the solo button? 00:09:19.396 --> 00:09:19.916 >> Yes, there is. 00:09:20.106 --> 00:09:23.716 It's Alt-Q which I believe is the old Max hotkey for it? 00:09:23.716 --> 00:09:24.316 >> Yeah, I think so. 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 00:09:30.506 --> 00:09:34.336 of the viewport whenever you're selecting hotkeys that it sort 00:09:34.336 --> 00:09:36.796 of shows you what possible options there are. 00:09:36.796 --> 00:09:38.996 Like when you're rotating and stuff, that can be quite handy. 00:09:38.996 --> 00:09:40.936 Especially in the beginning, the hotkeys 00:09:40.936 --> 00:09:43.136 and what they do can be a little confusing sometimes. 00:09:43.546 --> 00:09:44.126 >> Yeah, exactly. 00:09:44.266 --> 00:09:45.906 You can also change the shader right here. 00:09:46.066 --> 00:09:49.556 This is something, we aren't covering this in this series but if you want 00:09:49.556 --> 00:09:51.266 to have a different shader assigned to it. 00:09:51.266 --> 00:09:55.966 For instance, if you're dealing with opacity, this is where you would do that. 00:09:56.326 --> 00:09:58.146 Then we have the brush tool. 00:09:58.306 --> 00:10:01.316 By default, we have a regular layer and we cover layers a little bit. 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. 00:10:06.086 --> 00:10:09.366 So, the hotkey is 1 and you can find it over here. 00:10:09.496 --> 00:10:11.986 I prefer to use hotkeys as much as I can. 00:10:11.986 --> 00:10:14.696 And by default, you're just going to paint like this. 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 00:10:20.186 --> 00:10:24.876 for either the opacity or the flow or the size. 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. 00:10:31.216 --> 00:10:33.696 Because now, we have the exact same pressure all over. 00:10:33.756 --> 00:10:35.556 And you can do the same with flow. 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. 00:10:39.896 --> 00:10:42.256 >> Whatever the difference between the two are. 00:10:42.866 --> 00:10:45.466 >> Yeah, flow and opacity. 00:10:45.466 --> 00:10:51.166 You can resize the brush by holding Ctrl-right mouse button and going left and right. 00:10:52.016 --> 00:10:57.436 You can change the hardness by holding Ctrl-right mouse button and going up and down. 00:10:58.156 --> 00:11:01.746 You can change -- you can rotate it which we can't really see here right now 00:11:01.746 --> 00:11:03.096 because there isn't anything assigned to it. 00:11:03.096 --> 00:11:07.596 But you can rotate it by holding Ctrl and then going up and down. 00:11:08.236 --> 00:11:10.656 >> So, this is just going to be a little confusing in the beginning. 00:11:10.946 --> 00:11:13.126 It just takes some time getting used to. 00:11:13.336 --> 00:11:13.726 >> Exactly. 00:11:13.726 --> 00:11:15.796 You can just kind of see your cursor is rotating around. 00:11:15.796 --> 00:11:22.786 And then opacity is Ctrl -- flow is Ctrl and then just go left to right. 00:11:23.436 --> 00:11:27.416 You can also get straight lines by holding the Shift key when you're painting 00:11:28.246 --> 00:11:31.466 and you can hit the D key to get lazy mouse. 00:11:31.796 --> 00:11:35.746 This is incredibly handy if you really want, like, nice clean lines here. 00:11:35.836 --> 00:11:39.556 So, let's do some of this and you just get nicer, cleaner lines this way. 00:11:39.726 --> 00:11:41.116 That's a D hotkey. 00:11:43.726 --> 00:11:46.656 Then we also have symmetry as well which is relevant with brush tool. 00:11:46.856 --> 00:11:49.916 The hotkey there is L or you can go up here and enable symmetry. 00:11:50.216 --> 00:11:52.386 This is really cool symmetry. 00:11:52.386 --> 00:11:55.106 It's not like Mario symmetry which works on screen-based. 00:11:55.576 --> 00:11:57.296 It's actual real symmetry. 00:11:57.556 --> 00:11:57.846 >> Yay! 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. 00:12:02.266 --> 00:12:04.726 So, if you want to paint to the body now, you can't do that. 00:12:04.726 --> 00:12:08.586 You have to switch to the texture set and then paint on that. 00:12:08.886 --> 00:12:12.766 That's why I recommend a hotkey for doing that because otherwise, 00:12:12.996 --> 00:12:15.046 it's going to take too much time to go over. 00:12:15.046 --> 00:12:15.346 >> Yeah. 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 00:12:22.796 --> 00:12:25.456 because you have to move your hand a lot. 00:12:25.456 --> 00:12:27.386 But that's how you change the color picker. 00:12:27.386 --> 00:12:28.106 The color is back to -- 00:12:28.106 --> 00:12:29.816 >> So, you click it or hold it down? 00:12:30.096 --> 00:12:34.076 >> You click it and then you click where you want and then it switches. 00:12:34.076 --> 00:12:38.226 You can also right click to get up brush settings such as size, flow, 00:12:38.406 --> 00:12:39.646 spacing, all these kind of things. 00:12:39.966 --> 00:12:42.816 And on the bottom, we also have the color as well. 00:12:42.916 --> 00:12:45.206 So, you can change the color to whatever you want to. 00:12:51.216 --> 00:12:53.106 Then we have layers. 00:12:53.326 --> 00:12:56.366 So, layers is really where the fun begins in Painter. 00:12:56.666 --> 00:13:00.686 We have regular layers which is exactly this. 00:13:00.876 --> 00:13:03.696 Let's actually go to the head and isolate this and delete this. 00:13:04.926 --> 00:13:07.026 So, you delete layers by hitting the trash can. 00:13:07.086 --> 00:13:09.106 And you have two different layers here. 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. 00:13:12.986 --> 00:13:14.916 The paint layer is where you can paint on it. 00:13:15.336 --> 00:13:16.736 Nothing fancy about this. 00:13:16.736 --> 00:13:18.956 This is very straightforward. 00:13:19.226 --> 00:13:22.256 This is where we can also project stuff on top. 00:13:22.256 --> 00:13:24.846 And if you want to paint custom masks or whatever you want 00:13:24.846 --> 00:13:26.206 to do, use a regular paint layer. 00:13:26.766 --> 00:13:28.926 We have blending modes to the right. 00:13:29.856 --> 00:13:33.456 And we can also change the blending mode per channel. 00:13:34.136 --> 00:13:36.996 So, if we go down here, we have different channels. 00:13:36.996 --> 00:13:39.226 We can paint, for instance, with height. 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. 00:13:42.896 --> 00:13:46.316 So now, we have some height information in our brush. 00:13:46.976 --> 00:13:50.136 So, we can go down here and we can change this now to height. 00:13:50.136 --> 00:13:52.796 And we can now change the opacity of this. 00:13:53.426 --> 00:13:55.576 So, this is the way you control the different channels. 00:13:55.776 --> 00:13:59.086 So, if you have roughness, for instance, you do the same thing. 00:13:59.216 --> 00:14:03.096 You can change the reference value and you would choose roughness 00:14:03.096 --> 00:14:05.336 and you change the blending mode or whatever it is. 00:14:05.606 --> 00:14:07.966 So, it's really cool that you have such fine control 00:14:07.966 --> 00:14:09.866 over all the different channels right here. 00:14:11.476 --> 00:14:14.976 Where the magic happens though when it comes to Painter isn't with paint layers. 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. 00:14:20.666 --> 00:14:22.156 >> Should be called Substance Filler. 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. 00:14:26.696 --> 00:14:30.296 So, a fill layer is kind of like a material. 00:14:30.296 --> 00:14:33.566 I like to think about every fill layer as a separate material 00:14:33.566 --> 00:14:36.446 because we have all the material attributes we need. 00:14:36.656 --> 00:14:39.556 This is also where we see our properties. 00:14:39.626 --> 00:14:41.176 And this is where this becomes relevant. 00:14:41.616 --> 00:14:44.596 We can see down here, we have all the properties for our fill layer 00:14:44.696 --> 00:14:46.926 or whatever it might be, whatever tool it might be. 00:14:47.856 --> 00:14:51.646 So, we can change the color by clicking to the gray part here, 00:14:52.066 --> 00:14:54.566 the gray part, and we can change the color. 00:14:55.956 --> 00:14:57.556 We can change the metallic. 00:14:57.756 --> 00:14:58.396 Is it metal? 00:14:58.616 --> 00:14:59.426 Is it not metal? 00:14:59.566 --> 00:15:00.866 So, we can make this metallic. 00:15:01.396 --> 00:15:03.816 We change the roughness to make it really shiny. 00:15:04.796 --> 00:15:08.746 And we can't really see the effects of height or normal right now. 00:15:09.096 --> 00:15:11.016 So, this is what I mean with it being a material. 00:15:11.186 --> 00:15:13.046 But now, we have essentially created some kind of like, 00:15:13.046 --> 00:15:17.826 almost like a car paint shader or some kind of red material. 00:15:18.046 --> 00:15:19.966 So, you can change this here. 00:15:22.236 --> 00:15:26.066 >> So, the interesting difference here between paint layers and fill layers is 00:15:26.066 --> 00:15:30.916 that for the fill layers, instead of painting it, you're sort of almost erasing it. 00:15:30.916 --> 00:15:31.606 >> Yeah, exactly. 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 00:15:36.746 --> 00:15:41.326 with a car paint shader and then you want to have another layer on top, 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, 00:15:45.316 --> 00:15:47.196 make this rust and mask between them. 00:15:47.196 --> 00:15:49.296 We'll get to this in a little bit as well. 00:15:49.726 --> 00:15:52.956 So, let's delete these and let's make a new fill layer as well. 00:15:53.166 --> 00:15:55.796 So now, we're going to talk about one of my favorite features 00:15:55.796 --> 00:15:58.136 of Painter which is adding grunge maps. 00:15:58.496 --> 00:16:01.846 So before, we added the color straight under here to it. 00:16:01.886 --> 00:16:04.486 But what we're going to be doing now, instead of adding a color, 00:16:04.546 --> 00:16:06.616 we are going to be adding a map into this. 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. 00:16:13.836 --> 00:16:17.186 And now, this is going to be flooded with awesome grunges. 00:16:18.026 --> 00:16:20.156 We have so many different maps. 00:16:20.156 --> 00:16:22.906 And honestly, I think this is one of the biggest strengths of Painter 00:16:23.236 --> 00:16:26.316 because you can change the look of your texture so quickly. 00:16:26.596 --> 00:16:29.256 And a grunge map can be used for really anything. 00:16:29.256 --> 00:16:35.536 >> Yeah. There's a lot of good variety in the maps included in Painter, actually. 00:16:35.536 --> 00:16:36.356 >> Yeah, there really is. 00:16:37.036 --> 00:16:42.686 So, one cool thing as well is that we have access to tri-planar projections. 00:16:42.836 --> 00:16:47.456 So currently, this is using UV mapping as the projection method. 00:16:47.456 --> 00:16:50.966 So now, you can see we get seams where there are seams in the UV map. 00:16:50.966 --> 00:16:52.286 And that's unavoidable. 00:16:52.286 --> 00:16:52.406 That's -- 00:16:52.406 --> 00:16:53.606 >> And that's what you would expect, you know. 00:16:53.606 --> 00:16:53.996 >> Yeah, exactly. 00:16:53.996 --> 00:16:57.476 It doesn't matter how good a UV map is, you will have seams by definition. 00:16:57.646 --> 00:17:01.196 But if we change the projection type to tri-planar, now suddenly, 00:17:01.396 --> 00:17:05.926 you are not going to have any seams anymore, at least not where the UVs are. 00:17:05.926 --> 00:17:09.586 Because now, we have three planes which are projected maybe from here, 00:17:09.716 --> 00:17:12.156 here and here, depending on your setup. 00:17:12.496 --> 00:17:14.996 And you get a nice blend between the planes. 00:17:15.306 --> 00:17:18.846 >> Yeah. So, where you would normally have seams with tri-planar projection, 00:17:18.846 --> 00:17:22.036 it actually fades between the different maps. 00:17:22.296 --> 00:17:22.906 >> Yeah, exactly. 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. 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, 00:17:30.746 --> 00:17:32.576 you now just get this soft transition. 00:17:32.946 --> 00:17:33.013 >> Yeah. 00:17:33.086 --> 00:17:35.806 >> And this also means that, we shouldn't really say this, 00:17:35.806 --> 00:17:39.486 but it means your UV map can be a lot worse because now suddenly, 00:17:39.486 --> 00:17:41.516 stretching isn't that much of an issue. 00:17:41.516 --> 00:17:41.766 >> Yeah. 00:17:42.036 --> 00:17:44.786 >> You can also see here we have a little gizmo. 00:17:44.896 --> 00:17:47.366 This is something they recently introduced in Painter. 00:17:47.746 --> 00:17:51.666 So before, you can only do it with rotation scale in here. 00:17:51.836 --> 00:17:53.396 But now, you can actually move it around. 00:17:54.156 --> 00:17:57.146 You can use -- by default, it's going to be set to just move. 00:17:57.646 --> 00:17:59.786 You can set it to rotate by hitting the E key. 00:17:59.786 --> 00:18:02.346 And you can set to scale by hitting the R key. 00:18:02.696 --> 00:18:05.226 And back to move with the W key. 00:18:05.326 --> 00:18:07.136 So, W, E and R. 00:18:08.956 --> 00:18:13.886 >> So, one thing we talked about, it's probably a good idea to be consistent here 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 00:18:20.496 --> 00:18:22.516 with maybe with the gizmo or something. 00:18:22.606 --> 00:18:23.006 >> Exactly. 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, 00:18:28.886 --> 00:18:31.206 it's really hard to know what's actually happened to it. 00:18:31.206 --> 00:18:34.076 Like you can have a crazy high value here, but you don't really -- 00:18:34.386 --> 00:18:36.126 but maybe you can't see what's going on. 00:18:37.106 --> 00:18:39.926 So, I really recommend you stick to either using the scaling here 00:18:40.286 --> 00:18:44.036 and rotation here or I prefer to use just a gizmo. 00:18:44.036 --> 00:18:46.186 I think this is a really good addition to it. 00:18:46.186 --> 00:18:48.266 >> Yeah, yeah, it's very intuitive to use. 00:18:48.356 --> 00:18:49.276 >> Yeah, it really is. 00:18:49.376 --> 00:18:51.786 You can get some really good results with this. 00:18:51.926 --> 00:18:58.136 You can also duplicate the fill layers around and then you can mask out different parts. 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 00:19:02.386 --> 00:19:05.206 and then you can rotate it and now you can mask out different parts. 00:19:05.206 --> 00:19:09.556 So, this is really one of the strengths of Painter. 00:19:09.836 --> 00:19:14.846 So, let's add something into the roughness slot as well. 00:19:14.846 --> 00:19:22.386 Now, you can see we have different slight variation in the roughness to this. 00:19:22.836 --> 00:19:26.456 Now, this is where it becomes relevant that we have different channels. 00:19:26.816 --> 00:19:29.006 By default, we're just seeing the material. 00:19:29.006 --> 00:19:32.386 So, this is with all the lighting and everything into the model. 00:19:32.536 --> 00:19:34.866 >> Yeah. Everything's sort of like stamped or like meshed together. 00:19:34.866 --> 00:19:35.596 >> Yeah, exactly. 00:19:36.186 --> 00:19:38.676 >> So, you know, if we were to add another one into the height, 00:19:38.716 --> 00:19:40.526 we can see crazy stuff going on here now. 00:19:40.896 --> 00:19:44.356 And this is really nice that we can see everything because this means 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. 00:19:47.926 --> 00:19:52.276 But it's not very good for actual painting because when you're painting, 00:19:52.276 --> 00:19:53.876 you need to paint every single map. 00:19:53.876 --> 00:19:56.256 You need to control every single map you have. 00:19:56.816 --> 00:19:59.306 So, if we go up here to the top right, 00:19:59.306 --> 00:20:03.226 we can see that we have material and then we have single channel. 00:20:03.226 --> 00:20:05.256 So, this is where you can choose the different channels. 00:20:05.256 --> 00:20:07.706 We have like metallic, roughness, height, normal. 00:20:08.296 --> 00:20:11.156 And then we also have below, we have mesh maps. 00:20:12.216 --> 00:20:16.946 These are maps which are being generated by Painter itself when you bake stuff. 00:20:17.536 --> 00:20:20.276 We aren't covering too much of this in this series 00:20:20.276 --> 00:20:21.976 because baking is a whole separate chapter by itself. 00:20:22.786 --> 00:20:22.976 >> Yeah. 00:20:23.476 --> 00:20:26.936 >> But you can choose these by simply clicking on them. 00:20:26.936 --> 00:20:28.826 And now, you can see the different channels. 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. 00:20:36.726 --> 00:20:40.426 >> Yeah. And here, it becomes pretty apparent when you switch between something like roughness 00:20:40.426 --> 00:20:43.846 and then your height, for example, that you can see the different maps 00:20:43.846 --> 00:20:45.926 that we've inputted into those. 00:20:46.116 --> 00:20:46.776 >> Yeah, exactly. 00:20:46.856 --> 00:20:50.356 It becomes very important to be able to see these individual channels 00:20:50.666 --> 00:20:55.256 because after you get a certain level of complexity into your maps, 00:20:55.786 --> 00:20:59.146 you might just have -- there is some reflection somewhere. 00:20:59.146 --> 00:20:59.476 >> Yeah. 00:20:59.706 --> 00:21:00.876 >> Where is that coming from? 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? 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. 00:21:12.596 --> 00:21:17.126 So here, you have ID, ambient occlusion, curvature, position, thickness. 00:21:17.556 --> 00:21:20.376 We have a whole separate video on this as well on YouTube 00:21:20.406 --> 00:21:22.916 where we cover what each texture map is doing. 00:21:22.916 --> 00:21:23.086 >> Yeah. 00:21:23.206 --> 00:21:25.246 >> So, we highly recommend that you check that out as well. 00:21:25.426 --> 00:21:28.596 And to go back to material, you simply hit the M key. 00:21:29.076 --> 00:21:30.476 M for material. 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. 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, 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 00:21:44.826 --> 00:21:48.296 because these will be your everyday painter life. 00:21:48.296 --> 00:21:49.856 >> Yeah. It's going to speed up your painting a lot. 00:21:51.106 --> 00:21:57.106 >> So, now that we briefly talk about the fill layer, we need to talk about masking 00:21:57.306 --> 00:21:59.876 because masking is also really where the magic happens. 00:22:00.156 --> 00:22:02.406 >> Yeah. Especially when you work with fill layers. 00:22:02.406 --> 00:22:03.006 >> Exactly. 00:22:03.006 --> 00:22:07.046 The magic happens in a few different places, but particularly when it comes to masking. 00:22:07.246 --> 00:22:09.106 >> Magic just happens within Substance. 00:22:09.426 --> 00:22:09.896 >> Exactly. 00:22:10.536 --> 00:22:13.116 So, let's make two new fill layers. 00:22:13.206 --> 00:22:19.746 This one is going to be like, maybe it's like a red paint layer. 00:22:20.146 --> 00:22:24.246 And on top, we're going to have some kind of dirt. 00:22:24.246 --> 00:22:26.866 So, you can also rename by double clicking on it. 00:22:26.866 --> 00:22:28.726 And we can call this red. 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 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. 00:22:40.556 --> 00:22:41.306 >> Exactly. 00:22:41.306 --> 00:22:44.676 Like, we covered this fairly in depth in the full series where we're talking 00:22:44.676 --> 00:22:48.446 about if you want to replicate rust, you need to build it 00:22:48.446 --> 00:22:50.686 up in a methodical way the same way it's done. 00:22:50.686 --> 00:22:50.856 >> Yeah. 00:22:51.276 --> 00:22:55.026 >> So now, we have like a nice little paint material here. 00:22:55.026 --> 00:22:56.146 And now, we can add another one. 00:22:56.526 --> 00:22:58.926 And here, we can make this nice and grungy. 00:22:59.216 --> 00:23:00.816 >> Yeah. So, you really just have to think of it 00:23:00.816 --> 00:23:04.156 as like the original base of this was painted with red. 00:23:04.266 --> 00:23:08.186 And then over some years, it got rust on top or something like that. 00:23:08.276 --> 00:23:08.866 >> Yeah, exactly. 00:23:08.866 --> 00:23:10.416 We can set this again to tri-planar. 00:23:10.456 --> 00:23:12.596 And you're going to be doing this all the time. 00:23:13.046 --> 00:23:14.406 >> I almost wish it was default. 00:23:14.556 --> 00:23:15.196 >> Yeah, exactly. 00:23:15.346 --> 00:23:17.696 One thing as well to keep in mind, when you work with fill layers, 00:23:17.696 --> 00:23:20.146 I tend to disable channels I don't need. 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. 00:23:25.876 --> 00:23:29.146 This just keeps it a lot cleaner because then you have less parameters down here. 00:23:29.516 --> 00:23:33.366 So now, we have one layer on top like this and we have -- 00:23:33.816 --> 00:23:38.506 yeah, we have a red one and then we have some kind of dirt layer. 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 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. 00:23:51.236 --> 00:23:53.206 This is very similar to how it's done in Photoshop. 00:23:53.206 --> 00:23:53.856 >> Yeah, yeah. 00:23:53.856 --> 00:23:57.296 So, if you ever used Photoshop and used masking there, this should be familiar to you. 00:23:57.436 --> 00:23:57.906 >> Exactly. 00:23:57.906 --> 00:24:00.336 So now, we can see that everything disappeared. 00:24:00.656 --> 00:24:05.566 We can also disable the mask by holding Shift key and clicking on the Mask. 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. 00:24:09.946 --> 00:24:11.646 >> Which I think is actually how you do it in Photoshop. 00:24:11.646 --> 00:24:13.746 >> I think this is exactly the same as Photoshop. 00:24:14.376 --> 00:24:16.926 This is where we have our effect stack as well. 00:24:17.316 --> 00:24:20.316 This is really handy because here, we have generators. 00:24:20.456 --> 00:24:21.756 More on that in a bit. 00:24:21.886 --> 00:24:23.496 And here, we have paint layers. 00:24:23.496 --> 00:24:25.496 So now, let's add a quick paint layer to this. 00:24:25.936 --> 00:24:28.546 And now, we can start painting between these. 00:24:28.546 --> 00:24:30.146 >> Yeah, that's an important thing to note. 00:24:30.146 --> 00:24:34.246 You actually need a paint layer underneath your mask in order to modify it. 00:24:34.396 --> 00:24:34.626 >> Yeah. 00:24:34.626 --> 00:24:37.296 >> Otherwise, it will be completely white or completely black. 00:24:37.456 --> 00:24:38.526 >> Exactly. 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, 00:24:43.846 --> 00:24:46.166 on the layer, but on the Mask, now we can see what we're painting. 00:24:46.166 --> 00:24:50.426 And this again becomes incredibly important when you really want control over stuff. 00:24:51.026 --> 00:24:51.126 >> Yeah. 00:24:51.356 --> 00:24:52.576 >> So, hit the M key well. 00:24:52.576 --> 00:24:54.416 Again, go back to materials. 00:24:54.466 --> 00:24:56.416 And here, we can now see exactly what's going on. 00:24:56.696 --> 00:25:02.076 Now, this is where we can add some height information onto this fill layer. 00:25:03.136 --> 00:25:05.556 >> Yeah, that's the nice thing about the fill layer compared 00:25:05.556 --> 00:25:08.506 to the paint layer is here, you can just up the slider. 00:25:08.506 --> 00:25:08.806 >> Exactly. 00:25:08.866 --> 00:25:12.016 >> Whereas with the paint layer, you would actually have to paint the height information. 00:25:12.176 --> 00:25:13.966 >> So now, we can kind of see what's going on. 00:25:13.966 --> 00:25:18.626 It's kind of like this is carving into the painting. 00:25:19.316 --> 00:25:22.876 So, you can have a lot of control with this if you go into one layer 00:25:22.936 --> 00:25:24.136 and just adjusting the height value. 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. 00:25:29.466 --> 00:25:31.326 And now, you can see that we're just getting like way -- 00:25:31.326 --> 00:25:35.436 we have way more precision over our values instead 00:25:35.436 --> 00:25:38.776 of just dragging and that becomes quite tedious. 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. 00:25:42.946 --> 00:25:45.206 You can be painting masks like this. 00:25:45.716 --> 00:25:48.756 So, it's a very quick and easy setup when it comes to masking. 00:25:48.806 --> 00:25:51.776 If you want to remove this or restart the masking, 00:25:51.776 --> 00:25:54.856 I just go add black mask again and then it all disappears. 00:25:54.956 --> 00:25:59.546 You can also copy a mask and you can also remove a mask altogether. 00:25:59.796 --> 00:26:04.826 So, let's next look at the shelf. 00:26:05.176 --> 00:26:08.226 The shelf is where a lot of fun stuff happens in Painter. 00:26:08.576 --> 00:26:10.016 This is what we have on the bottom. 00:26:10.016 --> 00:26:12.686 And by default, it's going to be set to materials. 00:26:12.746 --> 00:26:15.606 But this has way more stuff than just materials. 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. 00:26:21.416 --> 00:26:22.646 And now, we have a material. 00:26:22.996 --> 00:26:24.726 This is one of the pre-made materials. 00:26:25.216 --> 00:26:28.266 And some of these are simply fill layers which have been turned 00:26:28.266 --> 00:26:30.436 into smart materials by the guys at Allegorithmic. 00:26:30.736 --> 00:26:34.966 And some of these are made in Designer and are way more hardcore. 00:26:35.066 --> 00:26:36.676 >> And are really smart material. 00:26:36.676 --> 00:26:37.676 >> And really, really smart. 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. 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 00:26:45.996 --> 00:26:48.736 of materials and try to reverse-engineer them. 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, 00:26:53.446 --> 00:26:55.146 what kind of patterns are they using here. 00:26:55.446 --> 00:26:57.056 This kind of stuff is really handy. 00:27:01.526 --> 00:27:04.736 So here, we can see one which this is made in Designer. 00:27:04.826 --> 00:27:07.006 So here, you don't have the same attributes as before. 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, 00:27:10.316 --> 00:27:12.976 that's just simply because this is made in Designer 00:27:12.976 --> 00:27:17.536 and the author has made certain attributes available. 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, 00:27:22.116 --> 00:27:24.326 but they're still really good as a starting point. 00:27:24.536 --> 00:27:27.906 >> Yeah. I mean, as we all know, there are some crazy designer materials 00:27:27.906 --> 00:27:30.596 out there that can do all kinds of things. 00:27:30.756 --> 00:27:31.946 So, they can be quite useful. 00:27:32.396 --> 00:27:32.896 >> Exactly. 00:27:33.206 --> 00:27:36.936 So here, we have -- these are more -- these are simpler, these materials. 00:27:36.936 --> 00:27:41.546 They're usually almost like one fill layer, just modified a little bit. 00:27:41.546 --> 00:27:45.546 But under smart materials, this is where stuff is going really crazy. 00:27:46.236 --> 00:27:48.206 We will cover this a little bit more later on. 00:27:48.516 --> 00:27:51.626 But essentially, you get really advanced effects 00:27:51.626 --> 00:27:53.726 by simply just dragging and dropping these onto it. 00:27:54.426 --> 00:27:57.716 And this is also where people go a bit crazy with them and they just start 00:27:57.716 --> 00:28:02.206 to abuse this system where, you know, they just -- they don't learn how to texture, 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. 00:28:06.356 --> 00:28:07.486 We have a few rants on this. 00:28:07.716 --> 00:28:09.416 >> Yeah. There's also videos about it. 00:28:09.416 --> 00:28:10.676 And yeah, you should check that out. 00:28:10.676 --> 00:28:12.406 >> So, definitely check that. 00:28:12.606 --> 00:28:14.796 So, there are also more resources under here as well. 00:28:14.796 --> 00:28:20.516 Like, this is where your environments are and stuff like smart masks as well 00:28:20.786 --> 00:28:23.356 which are exactly the same as a smart material, just with a mask. 00:28:24.056 --> 00:28:26.336 We also have like our project maps. 00:28:26.336 --> 00:28:29.986 You can see these were all the maps which have been baked by the baker. 00:28:30.276 --> 00:28:32.826 We also have alphas. 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. 00:28:36.776 --> 00:28:39.106 Let's actually show that real quick. 00:28:40.416 --> 00:28:46.296 So, if you want this in a color, we drag and drop this into the color. 00:28:46.966 --> 00:28:49.256 Now, we have a nice little map like this. 00:28:49.356 --> 00:28:52.446 So, you can do some pretty crazy stuff with this. 00:28:52.646 --> 00:28:52.726 >> Yeah. 00:28:52.726 --> 00:28:54.576 >> You can get some very cool effects right away. 00:28:54.686 --> 00:28:56.496 You can also use it for height. 00:28:59.736 --> 00:29:03.996 And ta-da, you know, we get some cool effects. 00:29:04.306 --> 00:29:06.776 We also have all the grunges like I was talking about before 00:29:07.896 --> 00:29:09.506 where you -- this is where they all live. 00:29:09.506 --> 00:29:10.986 You can also just search for them. 00:29:10.986 --> 00:29:13.766 Like if you go in roughness, you can just type search for grunge. 00:29:14.166 --> 00:29:15.916 But it's really handy to have them all here. 00:29:16.836 --> 00:29:20.106 So, in short, this is where a bunch of stuff will live. 00:29:21.216 --> 00:29:25.206 So, definitely worth checking that out, particularly the materials 00:29:25.206 --> 00:29:27.296 and smart materials and smart masking. 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 00:29:32.546 --> 00:29:35.616 from Photoshop or whatever it might be, you already baked your maps, 00:29:35.716 --> 00:29:37.126 this is where you could bring them in. 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. 00:29:44.576 --> 00:29:49.726 And the way we get this in is we simply drag it in to our shelf. 00:29:49.826 --> 00:29:53.756 And now, we get this little dialog box up. 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. 00:29:57.416 --> 00:29:58.196 Is this an alpha? 00:29:58.196 --> 00:29:59.876 Is it color lock, environment? 00:29:59.876 --> 00:30:00.786 Or is it a texture? 00:30:00.956 --> 00:30:04.136 This is a texture and you've got a definer as such. 00:30:04.136 --> 00:30:05.976 If you bring in HDRIs, you set it to environment. 00:30:06.066 --> 00:30:09.106 >> One thing I'd like to point out here, something that I didn't know 00:30:09.176 --> 00:30:10.686 which was really annoying in the beginning. 00:30:10.746 --> 00:30:16.866 You can select multiple, you know, imported objects here and then just select all of them 00:30:16.866 --> 00:30:19.016 if they're all textures or all environments. 00:30:19.016 --> 00:30:19.476 >> Oh, that's true. 00:30:19.476 --> 00:30:19.636 Yes. 00:30:19.636 --> 00:30:20.936 >> Yeah, you don't have to do it one by one. 00:30:20.936 --> 00:30:22.086 >> You can just drag -- select them all. 00:30:22.146 --> 00:30:22.556 >> Exactly. 00:30:22.556 --> 00:30:23.356 >> That's quite handy. 00:30:23.616 --> 00:30:25.866 You can also change, you can add a prefix to it 00:30:26.116 --> 00:30:28.146 which I don't really find that useful, but you could. 00:30:28.726 --> 00:30:33.206 And then, what you do is you import this under the current session 00:30:33.696 --> 00:30:36.046 into the project or onto the shelf. 00:30:36.166 --> 00:30:37.726 So, we're just going to do current session 00:30:37.726 --> 00:30:40.706 which means whenever we restart Painter, it's going to be reset. 00:30:40.976 --> 00:30:42.456 >> That just keeps it clean for us here. 00:30:42.576 --> 00:30:43.146 >> Exactly. 00:30:43.146 --> 00:30:46.656 So now, we have our resource right here. 00:30:48.296 --> 00:30:50.966 So now, if we have -- we make a fill layer. 00:30:51.476 --> 00:30:54.036 Now, we can drag and drop this guy into the fill layer. 00:30:54.156 --> 00:30:57.626 And this is how you would tile a map across. 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 00:31:01.836 --> 00:31:03.976 or tile adjustment layer or something like that? 00:31:04.406 --> 00:31:08.116 But the way you would tile something across is dragging and dropping into a channel 00:31:08.446 --> 00:31:10.306 and now you can, you know, scale it up. 00:31:10.536 --> 00:31:12.216 >> Yeah. And that only works with fill layers. 00:31:12.216 --> 00:31:13.106 >> Yeah, exactly. 00:31:13.366 --> 00:31:17.726 So, you could also set this to tri-planar as well which is quite handy. 00:31:18.246 --> 00:31:20.936 So, you might use -- you're probably going to use a combination 00:31:21.346 --> 00:31:23.676 of tri-planars and UV production. 00:31:23.826 --> 00:31:26.026 >> Yeah. You know, some materials might be projections 00:31:26.026 --> 00:31:28.356 from the UVs and some might be tri-planar. 00:31:28.786 --> 00:31:29.316 >> Exactly. 00:31:29.716 --> 00:31:32.256 So next up, we are going to be looking at the projection tool. 00:31:32.606 --> 00:31:35.806 Now that we have a resource, we can actually use the projection tool. 00:31:35.976 --> 00:31:40.736 The projection tool is here. 00:31:40.936 --> 00:31:44.726 This is -- the hotkey is 3 for the projection tool. 00:31:45.216 --> 00:31:50.606 And the way we use this is we go under our paint tool 00:31:50.686 --> 00:31:53.056 or under our properties here down to the bottom. 00:31:53.516 --> 00:31:56.906 And under base color, we drag our resource in here. 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. 00:32:00.986 --> 00:32:01.576 >> Exactly. 00:32:01.576 --> 00:32:04.246 Because now, we're doing bespoke painting onto this. 00:32:04.736 --> 00:32:09.026 The cool thing about using this tool is that you can get very specific results, 00:32:09.026 --> 00:32:11.916 such as if you want to have a logo in a very specific spot 00:32:12.236 --> 00:32:16.076 or you just really want this texture to be in, you know, this exact spot. 00:32:16.526 --> 00:32:19.616 This is the way you traditionally been painting something like Mari. 00:32:20.116 --> 00:32:23.816 But now with all the additions of all these super cool features in Painter, 00:32:23.906 --> 00:32:25.176 you're doing less and less of this. 00:32:25.386 --> 00:32:26.966 But this is still a really useful tool. 00:32:27.796 --> 00:32:32.556 The navigation for this is the same as regular 3D navigation, 00:32:32.556 --> 00:32:34.416 except that you're using the S key. 00:32:35.136 --> 00:32:38.586 So, if you want to rotate it, it's S and left mouse button. 00:32:38.786 --> 00:32:41.086 You want to scale it down, it's S and right mouse button. 00:32:41.086 --> 00:32:44.256 And you want to move it, it's S and middle mouse button. 00:32:46.756 --> 00:32:52.346 And then you use your regular hotkeys for resizing your brush and all that. 00:32:52.986 --> 00:32:55.876 So, it is an incredibly powerful tool if you really want 00:32:55.876 --> 00:32:59.566 to get specific textures in specific spots. 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, 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 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 00:33:13.546 --> 00:33:15.286 to fill out, you know, those seams. 00:33:15.386 --> 00:33:15.966 >> Exactly. 00:33:16.276 --> 00:33:17.446 You can also set this to tiling. 00:33:17.536 --> 00:33:20.566 It's currently set to no tiling, but we can set this to tile. 00:33:20.566 --> 00:33:22.456 And now, it's just going to keep on painting. 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. 00:33:27.366 --> 00:33:30.696 So, the projection tool, very, very useful. 00:33:30.736 --> 00:33:34.066 Then we're going to be looking at the polygon fill tool. 00:33:34.876 --> 00:33:39.296 Let's make a new regular layer and let's look into the Polygon Fill tool. 00:33:39.386 --> 00:33:42.806 The Polygon Fill tool is incredibly powerful because it allows you to fill 00:33:42.806 --> 00:33:45.426 in specific colors in specific areas. 00:33:45.426 --> 00:33:48.076 So, let's just try it by default and see what happens. 00:33:48.566 --> 00:33:53.356 So now, it's set to polygons which means that whatever polygon is selected, 00:33:53.606 --> 00:33:55.256 we are going to be filling this in. 00:33:55.866 --> 00:33:59.756 You can also set in triangles which is also quite useful, I suppose. 00:34:00.006 --> 00:34:05.036 Where this becomes really useful is if this is set to the mesh part like this, 00:34:05.496 --> 00:34:09.176 the mesh fill option, where now you can just click on a portion 00:34:09.246 --> 00:34:13.146 and it will do all the connected bits to this piece of geometry. 00:34:13.316 --> 00:34:16.626 >> This is really handy for something like masking, when you want to mask 00:34:16.626 --> 00:34:20.206 out entire regions and not like wanting to have to hand paint it. 00:34:20.326 --> 00:34:21.056 >> Exactly. 00:34:21.166 --> 00:34:23.326 And then we also have UV section as well. 00:34:23.326 --> 00:34:26.806 So now, we can mask out only the UV part of this. 00:34:27.226 --> 00:34:30.726 This is entirely based on your UV map. 00:34:31.256 --> 00:34:33.546 >> So, like Morten said, this becomes really handy 00:34:33.546 --> 00:34:35.996 if we have a new fill layer and this is red. 00:34:36.366 --> 00:34:40.936 And then we have another filler and this is not red, it's blue. 00:34:41.636 --> 00:34:42.816 And now, we mask it out. 00:34:43.086 --> 00:34:48.436 Right mouse button, add a black mask effect stack, add a paint layer. 00:34:48.486 --> 00:34:53.966 And now, we can use this tool, the Polygon Fill tool. 00:34:55.076 --> 00:34:57.856 And simply just click where you want to be. 00:34:57.856 --> 00:35:02.846 So, for UVs, you simply click these parts and now we mask between them. 00:35:03.046 --> 00:35:05.566 >> Yeah. So, you know, just in case you didn't catch it, 00:35:05.566 --> 00:35:07.896 you're not actually selecting with blue here. 00:35:07.896 --> 00:35:11.146 You're just -- you're selecting white for the mask and then 00:35:11.146 --> 00:35:13.966 that just shows the blue that is on top of the red. 00:35:13.966 --> 00:35:14.486 >> Exactly. 00:35:14.866 --> 00:35:16.306 This is a really useful tool. 00:35:16.456 --> 00:35:19.096 Like Morten said, this is mostly used for masking. 00:35:19.296 --> 00:35:21.176 I don't really use this for anything else. 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 00:35:26.986 --> 00:35:29.656 for masking as far as I can remember. 00:35:29.886 --> 00:35:31.636 Hotkey here is again 4. 00:35:32.096 --> 00:35:34.166 So, it's 1, 2 and 3 and 4. 00:35:34.276 --> 00:35:34.886 >> Pretty intuitive. 00:35:34.936 --> 00:35:38.856 >> Pretty intuitive stuff. 00:35:38.856 --> 00:35:42.336 Then we have generators, filters and mask editors. 00:35:43.836 --> 00:35:45.996 So, let's look at some of these. 00:35:46.776 --> 00:35:51.256 Let's start with another fill layer and let's make this the same -- 00:35:51.256 --> 00:35:52.596 kind of same as what we had before. 00:35:52.726 --> 00:35:53.816 >> Don't tell me it's a red paint. 00:35:53.956 --> 00:35:55.316 >> It's going to be a red paint. 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, 00:36:02.376 --> 00:36:05.126 something like this, and just change the scale of this. 00:36:06.916 --> 00:36:09.716 Hold on the Shift key just to have a bit more precision. 00:36:10.176 --> 00:36:12.856 And where generators become useful is if you want to mask 00:36:12.996 --> 00:36:16.456 between these different materials now. 00:36:16.736 --> 00:36:18.726 Now, you saw before we were hand painting it. 00:36:19.056 --> 00:36:21.946 But honestly, hand painting, that's for like if you're in 2001. 00:36:21.996 --> 00:36:22.366 >> Yeah. 00:36:22.366 --> 00:36:25.046 >> We are going to let the computer do some of the work. 00:36:25.116 --> 00:36:29.146 >> And the generators, as far as I know, they require the mesh maps, right? 00:36:29.146 --> 00:36:29.716 >> Yes, exactly. 00:36:30.056 --> 00:36:34.646 So, if we add a generator to this again under the effect stack on the layer -- 00:36:35.176 --> 00:36:37.166 oh, sorry, we have to make a black mask first. 00:36:37.576 --> 00:36:39.026 And now, we can add generator to this. 00:36:39.086 --> 00:36:42.406 Now, we have -- nothing has happened now because there's nothing in it. 00:36:42.406 --> 00:36:46.476 But if we go under the generator now, we have a few of them. 00:36:46.796 --> 00:36:49.246 One which is really cool is metal edges. 00:36:49.656 --> 00:36:53.116 And this just brings you like really gnarly broken up edges. 00:36:53.506 --> 00:36:56.206 The way this works is exactly what Morten was saying. 00:36:56.636 --> 00:36:59.746 If we go through our mesh maps in the B key, 00:36:59.746 --> 00:37:03.576 we can now see that we have ambient occlusion and curvature. 00:37:04.286 --> 00:37:11.486 These generators rely heavily on particularly curvature and ambient occlusion. 00:37:11.486 --> 00:37:11.706 >> Yeah. 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. 00:37:16.916 --> 00:37:20.746 >> Yeah. I mean, so you could use painter with purely paint layers and fill layers 00:37:21.136 --> 00:37:25.626 if you want to, but you won't have access to the actual power of Painter 00:37:25.626 --> 00:37:27.476 which is the generators, in my opinion. 00:37:28.326 --> 00:37:30.166 >> So, you can hit the Invert button. 00:37:30.166 --> 00:37:32.346 This is something you're going to be doing quite a lot. 00:37:32.666 --> 00:37:35.276 You can also change the wear level for this. 00:37:35.376 --> 00:37:39.876 Now, keep in mind, this is a specific generator called metal edge wear. 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. 00:37:45.056 --> 00:37:47.966 Like, you can see it's very specific in what it's doing. 00:37:48.306 --> 00:37:52.206 >> Yeah, it's wearing metal on the edges. 00:37:52.386 --> 00:37:52.976 >> On the edges. 00:37:53.116 --> 00:37:55.866 Exactly what you would expect it to do. 00:37:55.866 --> 00:37:58.996 So now, we can delete this one and we can get another one. 00:37:59.326 --> 00:38:01.726 Just hit the X key there. 00:38:01.866 --> 00:38:05.956 And now, we can get another one which is the mask editor. 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. 00:38:12.796 --> 00:38:16.626 This is also what I was saying before that this is where you have 00:38:16.706 --> 00:38:18.936 to start looking at the specific mask. 00:38:19.336 --> 00:38:21.706 Hold down the Alt key and click on the Mask. 00:38:21.856 --> 00:38:23.176 And now, you can see what's going on. 00:38:23.236 --> 00:38:27.516 >> It's kind of like if you use someone's predefined brush in Photoshop 00:38:27.696 --> 00:38:29.886 versus kind of making your own brush. 00:38:29.886 --> 00:38:30.316 >> Yeah, exactly. 00:38:30.896 --> 00:38:36.906 So, this allows you to do tons of different things where you can amp up stuff 00:38:36.906 --> 00:38:39.596 like the ambient occlusion, you can amp up the curvature 00:38:40.036 --> 00:38:42.796 and you can really get very specific results with this. 00:38:43.566 --> 00:38:47.876 You can also under texture input, you can add, you guessed it, a grunge. 00:38:48.136 --> 00:38:50.936 And you can get very cool results with this. 00:38:51.076 --> 00:38:54.566 If we can see where we can add this and set the opacity now to higher. 00:38:55.066 --> 00:38:57.426 And that's a super funky texture. 00:38:59.476 --> 00:39:05.996 So now, this is where you can really get some real power out of the masking. 00:39:06.386 --> 00:39:09.126 The mask generator is something you're just going to have to play with because, honestly, 00:39:09.126 --> 00:39:11.606 there are way too many settings to play around to show you here. 00:39:12.016 --> 00:39:12.726 But this is -- 00:39:13.056 --> 00:39:17.976 >> But essentially, you could make the metal edge wear from the mask editor. 00:39:17.976 --> 00:39:18.706 >> Yeah, pretty much. 00:39:18.706 --> 00:39:20.526 You can get some very interesting results with this. 00:39:20.616 --> 00:39:24.076 And again, this is why we look into our -- 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 -- 00:39:30.916 --> 00:39:33.306 like, you don't have enough information, honestly. 00:39:33.306 --> 00:39:36.386 >> Yeah. And especially once you start stacking stuff on top of each other, you have more 00:39:36.386 --> 00:39:38.696 and more materials, it can be quite hard to figure 00:39:38.696 --> 00:39:42.236 out what material and which generator does what. 00:39:42.436 --> 00:39:43.026 >> Exactly. 00:39:43.516 --> 00:39:46.206 And this is again where we can add like a height to it. 00:39:46.206 --> 00:39:49.076 And now, you can just see that. 00:39:49.076 --> 00:39:50.056 Oh, let's do another one. 00:39:50.266 --> 00:39:58.026 And now, we get this really nice result where you get like real depth into it. 00:39:58.506 --> 00:40:02.156 So again, this is one of the absolutely coolest things in Painter 00:40:02.156 --> 00:40:05.836 where you really have a lot of power in this. 00:40:06.026 --> 00:40:09.846 Another one which is quite handy if you going to delete this is -- 00:40:10.446 --> 00:40:12.356 oops, that was deleting the entire thing. 00:40:13.266 --> 00:40:14.196 >> Yeah, that's important. 00:40:14.196 --> 00:40:16.876 Like, you don't have to actually delete the generator every time. 00:40:16.876 --> 00:40:22.146 You can just delete the generator that's being used in the generator. 00:40:22.146 --> 00:40:22.686 >> Yeah, exactly. 00:40:23.276 --> 00:40:24.256 Yeah, the container for it. 00:40:24.256 --> 00:40:24.666 > Yeah, yeah. 00:40:24.666 --> 00:40:26.656 >> But there's a specific one you're using. 00:40:27.156 --> 00:40:28.436 Light is also quite handy. 00:40:28.836 --> 00:40:31.026 This is again, if we hold on the Alt key. 00:40:31.316 --> 00:40:34.626 Now, you can see exactly what's going on here where this is -- 00:40:34.886 --> 00:40:38.806 you can mask out stuff based on light direction. 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. 00:40:43.356 --> 00:40:48.816 This just looks at your position map and your world normal map, I believe. 00:40:49.376 --> 00:40:51.996 So, this doesn't respect shadows or anything like this. 00:40:52.126 --> 00:40:58.366 But this is incredibly handy if you want to do something like a worn texture 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, 00:41:03.746 --> 00:41:05.406 but you don't want the bottom to be masked out. 00:41:05.806 --> 00:41:07.786 >> Or you could do like snow with it, you know. 00:41:07.786 --> 00:41:09.196 >> Yeah, exactly. 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. 00:41:16.056 --> 00:41:19.366 It could also be, you know, the sun has destroyed it and stuff. 00:41:19.366 --> 00:41:19.826 >> Exactly. 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. 00:41:23.776 --> 00:41:26.126 So, the light one is really nice. 00:41:26.176 --> 00:41:28.106 And then you can also use a fill layer on top. 00:41:28.576 --> 00:41:31.356 And you could pipe in different things like grunges 00:41:31.356 --> 00:41:34.496 and change the blending modes here to something like multiply. 00:41:34.826 --> 00:41:37.616 And now, you can really break up this material now. 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 00:41:41.626 --> 00:41:44.456 and the paint has started to like almost bubble up or something. 00:41:44.456 --> 00:41:45.046 >> Yeah, exactly. 00:41:45.426 --> 00:41:48.836 >> So, the power of generators is crazy in Substance. 00:41:48.946 --> 00:41:53.506 >> Yeah. This deserves its own video because there's way too much 00:41:53.506 --> 00:41:54.946 to cover when it comes to generators. 00:41:55.196 --> 00:42:00.016 Then we have smart materials. 00:42:00.156 --> 00:42:02.726 Smart materials are really, really cool. 00:42:03.076 --> 00:42:08.536 A smart material is just a saved material where all the settings here are saved. 00:42:08.536 --> 00:42:12.116 So, we can make -- actually, let's undo this and let's have this. 00:42:12.186 --> 00:42:13.776 So, we could save this as a material. 00:42:13.776 --> 00:42:17.706 Let's say we want to use this exact material here for something else. 00:42:18.616 --> 00:42:20.286 Let's say you want to use this for the body. 00:42:20.736 --> 00:42:21.936 We can easily do that. 00:42:22.486 --> 00:42:25.246 We can group this and we can call this -- 00:42:25.246 --> 00:42:26.786 >> So, how do you do that? 00:42:26.816 --> 00:42:30.156 >> You hit Ctrl G to group it and then we can name it now. 00:42:30.236 --> 00:42:34.346 We can call it My Smart Material. 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 00:42:40.356 --> 00:42:43.436 to pipe into the same places, just in a different place. 00:42:44.536 --> 00:42:47.426 So, you could simply copy paste this onto a different one 00:42:47.706 --> 00:42:49.216 or we can make a smart material on it. 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. 00:42:54.666 --> 00:42:56.466 And then we have Create Smart Material. 00:42:56.656 --> 00:43:00.036 And now, we can see that My Smart Material has been created. 00:43:00.236 --> 00:43:05.736 Now, we can drag this onto one of the other ones. 00:43:05.736 --> 00:43:09.356 So, this is incredibly powerful when it comes to texturing because now, 00:43:09.356 --> 00:43:11.276 you don't have to texture every single piece by hand. 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, 00:43:16.576 --> 00:43:18.276 obviously do a better job than this. 00:43:19.136 --> 00:43:22.006 And you can use that as a base. 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, 00:43:26.446 --> 00:43:30.196 you wouldn't look for, like, these specific references for each of them. 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. 00:43:34.176 --> 00:43:37.906 >> And if you need something that's a little more hero for one piece of wood, 00:43:37.906 --> 00:43:39.656 you could always drag on your smart material. 00:43:39.746 --> 00:43:43.086 And then on top of that, you know, add more fill layers or paint layers. 00:43:43.086 --> 00:43:43.646 >> Yeah, exactly. 00:43:43.896 --> 00:43:49.226 Smart material should really be used as a starting point and not the end result. 00:43:50.026 --> 00:43:53.276 So yeah, this is -- you have all the predefines down here. 00:43:53.566 --> 00:43:55.836 And like I said, I really recommend that you go through them 00:43:55.836 --> 00:43:59.136 and just reverse-engineer the life out of them. 00:43:59.136 --> 00:43:59.203 >> Yeah. 00:43:59.203 --> 00:44:00.886 >> That's going to be quite handy. 00:44:04.426 --> 00:44:08.226 And then the last thing we are going to be looking at is Iray. 00:44:08.706 --> 00:44:12.166 Now, we have done some really nice texturing on our model 00:44:12.346 --> 00:44:15.216 and everything is ready for presentation. 00:44:15.956 --> 00:44:20.496 The way we can present this is we can use iRay which you find by clicking 00:44:20.496 --> 00:44:22.926 on this nice friendly camera icon up here. 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 00:44:29.686 --> 00:44:33.216 and not like a real time preview like you're seeing in the actual viewport. 00:44:33.806 --> 00:44:37.606 So here, we have the render settings all the way on top here. 00:44:37.726 --> 00:44:40.816 We set this to one second just to make recording easier. 00:44:40.816 --> 00:44:41.056 >> Yeah. 00:44:41.056 --> 00:44:44.946 >> But this is where you would set how long the rendering time is going to be. 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. 00:44:49.486 --> 00:44:51.326 >> You can see we have some noise here, 00:44:51.436 --> 00:44:54.306 but you can get that away by just increasing the max time. 00:44:54.466 --> 00:44:55.106 >> Yeah, exactly. 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 00:45:01.416 --> 00:45:05.936 of render settings because you have, like, one slider and that's time. 00:45:06.566 --> 00:45:08.626 There isn't any like threshold craziness. 00:45:09.996 --> 00:45:14.566 And then under here, under Display Settings, it will inherit all the settings 00:45:14.846 --> 00:45:18.346 from the regular Painter mode because it's still in Painter. 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 00:45:25.566 --> 00:45:28.496 to light it properly here with nice shadows and everything. 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. 00:45:32.936 --> 00:45:34.966 >> Because that comes built in with HDRIs. 00:45:34.966 --> 00:45:35.656 >> Yeah, exactly. 00:45:35.906 --> 00:45:38.636 >> So, this is where I want to show the FlippedNormals' HDRIs 00:45:38.636 --> 00:45:41.956 because I think they're just nicer than the regular studio HDRIs. 00:45:42.506 --> 00:45:43.656 But that's totally up to you. 00:45:44.186 --> 00:45:44.616 >> Exactly. 00:45:45.526 --> 00:45:49.826 So, one setting I always change is the clear color. 00:45:49.946 --> 00:45:54.206 By default -- it seems like they're changing setting now, so clear color section enabled. 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. 00:45:59.916 --> 00:46:04.146 It just means that there is one clean color in the background because the HDRIs have 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. 00:46:08.356 --> 00:46:10.266 >> They don't really look nice for backgrounds, I think. 00:46:10.386 --> 00:46:11.566 >> No, no they don't. 00:46:11.776 --> 00:46:14.256 You want like probably a nice clean presentation here. 00:46:15.506 --> 00:46:17.656 You can also change the ground plane where that is. 00:46:18.056 --> 00:46:21.816 This is by default set to pretty good value, so this actually works. 00:46:21.816 --> 00:46:25.746 But you could also change this to something else. 00:46:26.476 --> 00:46:27.846 You can do like this. 00:46:29.926 --> 00:46:33.816 >> Yeah. So, you know, if your model is properly centered and placed on the ground 00:46:33.816 --> 00:46:35.176 where it should be, that shouldn't be an issue. 00:46:35.286 --> 00:46:35.836 >> Yeah, exactly. 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. 00:46:40.836 --> 00:46:43.836 These aren't different -- they aren't like different menus, 00:46:43.836 --> 00:46:45.876 they're just bookmarks to the same one. 00:46:46.456 --> 00:46:47.666 So, we have camera settings. 00:46:47.936 --> 00:46:50.776 You can change this to something like 35 millimeters if you want, like, 00:46:50.776 --> 00:46:53.926 a more -- less squished look for it. 00:46:54.206 --> 00:46:55.996 I prefer a more 35 look. 00:46:56.696 --> 00:47:01.686 And we can also change stuff like post-effects. 00:47:02.046 --> 00:47:07.816 If we enable post-effects, by default, glare should be enabled which is quite crazy. 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. 00:47:13.106 --> 00:47:17.226 But if you want glare, you can enable that and have nice glare on your models. 00:47:17.356 --> 00:47:19.576 >> I mean, if you're going for like a Mass Effect 3 look 00:47:19.616 --> 00:47:22.846 on your Painter stuff, then glare can be nice. 00:47:22.936 --> 00:47:23.496 >> Exactly. 00:47:23.576 --> 00:47:26.906 When it comes to post-effects, I just prefer to do all of this in Photoshop 00:47:26.906 --> 00:47:29.176 as I have so much more control over it. 00:47:29.286 --> 00:47:31.086 And I think the tools there are just a bit nicer. 00:47:31.686 --> 00:47:36.956 One thing though which is quite cool is we can use depth of field. 00:47:37.576 --> 00:47:40.366 So, if you enable depth of field and when it's changed aperture, 00:47:40.806 --> 00:47:44.746 now it's going to give you some pretty damn good 2D depth of field. 00:47:44.746 --> 00:47:44.926 >> Yeah. 00:47:45.416 --> 00:47:48.076 >> You can also change your focus distance to see where it's going to be now. 00:47:48.376 --> 00:47:49.556 And now, it's not rendering. 00:47:49.556 --> 00:47:50.926 This is purely a 2D effect. 00:47:51.666 --> 00:47:56.226 Or we can hit control middle mouse button to set the focus. 00:47:56.226 --> 00:47:59.646 So, we can set this all the way up so it blurs like crazy. 00:48:00.676 --> 00:48:03.016 Keep in mind, this here is only a 2D effect. 00:48:03.556 --> 00:48:08.096 If you want real depth of field, we first set the aperture all the way 00:48:08.096 --> 00:48:09.206 down so it doesn't go crazy. 00:48:09.576 --> 00:48:12.926 We disable the 2D depth of field, just disable post-effects. 00:48:13.786 --> 00:48:21.356 And now, if we increase the aperture, now it's going to start blurring the render. 00:48:21.496 --> 00:48:21.996 >> Pretty crazy. 00:48:22.246 --> 00:48:24.466 So, this is actual 3D depth of field. 00:48:25.186 --> 00:48:26.326 >> Yeah, this is quite nice. 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. 00:48:32.586 --> 00:48:36.816 But if you want this to look nice, you got to increase this quite a lot. 00:48:36.816 --> 00:48:38.826 Depth of field takes a long time to resolve. 00:48:39.606 --> 00:48:43.916 And as with 2D depth of field, it's the same hotkey for changing the focus. 00:48:44.526 --> 00:48:50.446 So, Ctrl-middle mouse button for that. 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 00:48:55.556 --> 00:48:59.776 because you can make some really nice, very cinematic-looking renders with it. 00:48:59.776 --> 00:49:00.636 >> I really like iRay. 00:49:00.836 --> 00:49:02.436 It's a sort of really good engine. 00:49:02.436 --> 00:49:06.866 We use it for some of our FlippedNormals' promo shots because it's here. 00:49:07.036 --> 00:49:07.316 >> Yeah. 00:49:07.516 --> 00:49:12.536 >> All the stuff rendered for the promo shots for the fan tutorial is all iRay. 00:49:12.666 --> 00:49:14.976 There isn't any fancy stuff outside there. 00:49:15.886 --> 00:49:19.216 When you want to save your render, once it's computed for more 00:49:19.316 --> 00:49:22.006 than one second, you hit Save Render. 00:49:22.476 --> 00:49:23.876 And that's going to save the render. 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. 00:49:28.316 --> 00:49:30.086 Bring it to Photoshop and keep editing it there. 00:49:30.496 --> 00:49:33.696 Or you can share it directly to ArtStation if you are so inclined. 00:49:34.206 --> 00:49:38.336 You can also just see up here, it's done. 00:49:38.706 --> 00:49:41.066 If it's not done, it's going to say, "Not done." 00:49:41.176 --> 00:49:44.056 >> Yeah. And rendering time, one second out of one second, so. 00:49:44.896 --> 00:49:45.366 >> So, pretty good. 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. 00:49:51.726 --> 00:49:57.376 And F9 or click it again to get back into regular Painter. 00:49:57.906 --> 00:50:01.376 The cool thing about iRay is that you can really preview your model. 00:50:01.726 --> 00:50:06.686 So, instead of exporting your maps out and, you know, setting them all up in Arnold 00:50:06.686 --> 00:50:08.976 or whatever it is, you can just get a nice render for it there. 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, 00:50:14.776 --> 00:50:17.466 see the result, go back into Painter and keep painting here. 00:50:17.756 --> 00:50:19.486 So, it's a very iterative process. 00:50:20.786 --> 00:50:24.196 So, this really covers pretty much everything you need to know 00:50:24.196 --> 00:50:25.636 in order to get started with Painter. 00:50:25.636 --> 00:50:30.816 There are some features we haven't covered which deserve separate videos like exporting out maps 00:50:30.976 --> 00:50:37.246 and baking because they're just slightly bigger topics and they can't fit in this. 00:50:37.656 --> 00:50:40.356 >> So, yeah, I think you should be good to go from now on. 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 00:50:44.446 --> 00:50:47.956 on purely baking or one on generators or something like that, 00:50:48.106 --> 00:50:50.676 make sure to leave that in the comments down below. 00:50:50.806 --> 00:50:51.446 >> For sure. 00:50:51.556 --> 00:50:55.496 >> And if you do want a more in-depth one that's more project-based, 00:50:55.496 --> 00:50:59.016 we have our sort of more comprehensive introduction to Substance Painter 00:50:59.016 --> 00:51:01.256 that you can grab over on the FlippedNormals Marketplace as well. 00:51:01.506 --> 00:51:02.846 >> Link to that in the description. 00:51:03.036 --> 00:51:06.516 And in the description as well, you'd also have all the hotkeys used 00:51:06.516 --> 00:51:07.786 and timestamps for everything. 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. 00:51:11.736 --> 00:51:11.956 >> Yeah. 00:51:12.046 --> 00:51:14.866 >> And also, please share this with friends and colleagues and everything. 00:51:14.936 --> 00:51:15.346 This is -- 00:51:15.346 --> 00:51:18.926 >> Anyone who's wanting to get into Painter, I guess. 00:51:18.996 --> 00:51:20.816 But yeah, thank you guys so much for watching.