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