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Introduction to Substance Painter - Ultimate Beginners Guide

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    >> Hey, guys.
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    Henning and Morten from FlippedNormals here.
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    In this very exciting video, we are going to
    take you through everything you need to know
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    in order to get started with Substance Painter.
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    It's going to be maybe an hour or so.
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    >> Something like that, yeah.
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    >> And it's going to be -- it's going to
    allow you to be a pure beginner to something
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    where you actually know how to navigate the
    software, what the general principles are.
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    So, before we get too deep into this,
    we just quickly want to talk to you
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    about our full introduction
    to Substance Painter Series.
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    This video you're watching now is not
    a free excerpt or anything on this.
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    This is a whole standalone video.
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    But if you're interested in learning more
    about Painter, we have a full course which is
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    over four hours long which covers
    essentially everything you need to know,
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    where we also go through a more
    project-based approach where we do --
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    we texture this fan here from scratch.
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    >> Yeah. So, if you're interested in
    something that's more project-based
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    where you have a one-to-one
    thing you can follow,
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    that's going to be probably your
    next step after watching this video.
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    >> Exactly.
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    So, before you also get started with anything
    in Painter, follow the link in the description
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    or Google Substance PBR Guide and read
    these two volumes, Volume 1 and Volume 2.
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    These are by far the best guides
    ever written on understanding PBR.
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    And if you don't know what we're talking about
    in terms of PBR, you definitely have to read it.
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    >> Yeah. It's essential for any sort
    of modern-day texturing nowadays,
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    especially when you're doing it in Painter.
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    >> Yeah, it really is.
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    So, let's open up Painter
    and let's see what we have.
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    This is what it looks like
    whenever you first open up Painter.
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    We're using 2018.3.3.
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    And the thing in Painter is you
    need something to work with.
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    Like it's not like ZBrush and Maya
    where you can start painting on nothing.
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    >> No.
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    >> We need assets and projects.
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    So, what we're going to be doing is we're going
    to go to File, Open Samples and we're going
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    to go this little nice guy called Meet MAT.
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    This is a really good project to
    work with because it's quite simple
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    but has everything you need in
    order to get started with stuff.
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    >> Yeah. The nice thing about this is
    that all maps are there for you to use
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    and like it's just easy to paint on because
    it's got nice UVs and everything's laid out.
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    >> So, we use this in a full series as well
    just because it's an awesome way to get started.
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    >> Yeah.
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    >> So, you have all the tools
    you need over here,
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    such as the painting tools,
    erasing tools and all that.
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    We'll get to this a bit later on.
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    Up here, we have the menu such as
    saving, loading, quitting the software.
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    >> Should you want to rage quit at some point.
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    >> Should you want to do that.
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    Navigation is Alt-left mouse button to rotate.
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    To zoom, you hit Alt-right
    mouse button and drag.
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    And then to pan, hit Alt-middle mouse button.
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    Now, you can pan around.
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    You can also see we have a split viewport here
    where you can see the UVs and the 3D model.
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    I don't really like to work like this.
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    I generally prefer to see the full 3D viewport.
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    So, you can hit the F1 key to have the split
    viewport which is what you're currently seeing,
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    F2 for the full 3D view and F3 for
    the 2D view or the UV view like this.
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    >> Yeah. Most of the time, I mean,
    seeing as it's a 3D painting software,
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    you'll probably be using the 3D viewport.
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    There are instances where the UV viewport is
    useful, like stamping on logos or something
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    when we want to be more precise
    with lining stuff up.
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    But most of the time, it's
    going to be this viewport.
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    >> Yeah. So, you can also drag stuff around.
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    So, this is really cool and you are
    definitely going to be doing this by accident.
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    So, if you, you know, want
    to customize your interface,
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    you can do this to your heart's content.
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    It's really cool stuff and you can
    really make an interface which suits you.
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    You know, everything is really modular here.
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    The way you fix this though is now,
    we have screwed this on the out
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    and repair is we go to Window and we'd reset UI.
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    Now, everything is back to where you went off.
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    And it's important to say in the beginning
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    because you will definitely
    screw some of this up.
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    >> Yeah. The nice thing about Painter here is
    that the UI is relatively simple and the amount
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    of UI options that you have are also
    kind of limited but in a good way.
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    So, after this introduction, you should have
    a fairly good grasp on everything, actually.
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    >> Yeah, exactly.
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    Then we can also rotate the lighting around if
    you hold down shift and then right mouse button.
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    So, this is the only way to
    actually change the lighting.
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    You don't actually have 3D
    lights and there is no way
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    to lock this to a camera, at least not yet.
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    So, if you're going behind here and
    you're seeing that it's really dark,
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    you need to hit Shift-right mouse
    button and just rotate the lighting.
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    This might seem a bit annoying in the beginning
    but honestly, it just becomes second nature.
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    >> Yeah.
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    >> It's not going to be a problem at all.
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    Then one thing you can see
    though is we have this glare.
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    And this is super cool but
    it's absolutely useless to us.
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    This might be cool if you're
    presenting your model but for any kind
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    of texture painting, this is beyond useless.
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    >> Yeah. It actually just messes
    up your colors most of the time.
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    >> Exactly.
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    So, the way we change this is we go
    to our menus here up on the right
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    and the top one is called Display Settings.
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    We have a bunch of cool settings here, but the
    one we want to disable for now is Post Effects.
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    Disable this and we see that glare
    and now there is no more glare.
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    This is also where we can change the
    focal length as well of our camera.
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    Default 17 is fine for this
    guy but if you have something
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    like a human face, it's going
    to look really weird.
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    >> Yeah. You probably want
    something closer to 35, maybe.
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    >> Yeah, exactly.
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    We can also change the environment
    map you're seeing as well
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    because everything here is lit with an HDRI.
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    Like I said, we don't actually
    have lights at all.
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    We only have HDRIs.
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    So, the way we change our lighting is we
    go in here and we change the lighting.
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    You can see here that a lot of
    the default HDRIs are quite bad
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    because they contain so much color.
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    Like now, there's a green tint to it.
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    The other one has like a nice warm tint.
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    You really want to be careful
    with which HDRI you're using.
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    I prefer one of these guys,
    like Studio 2 is quite nice.
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    It's quite neutral and it doesn't
    have any color information.
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    >> I mean, if you are interested,
    FlippedNormals also has a studio pack
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    that you can actually use for this.
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    But I think the default that come
    with Substance are pretty good.
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    >> Yeah, they're decent.
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    >> Yeah.
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    >> This is also where you can do the
    rotation, but you don't want to do it here.
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    This is purely the Alt -- oh,
    sorry, Shift-right mouse button.
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    Also, keep in mind, when it comes to
    rotation, you can't rotate up and down.
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    So, if you have an HDRI and
    something is super dark on the bottom
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    or the top, that's just tough luck.
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    >> Yeah.
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    >> You can't really do anything about that.
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    >> Change your HDRI.
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    >> Yeah, exactly.
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    >> That's about it.
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    >> We can also change the exposure.
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    And you never ever, ever want to do this
    when you're painting because now suddenly,
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    if you make it too bright or too dark,
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    you're going to over-light
    or under-light your textures.
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    So, make sure this is set to zero.
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    You can also enable the shadows
    which are quite cool
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    because now you can see a more
    approximate result of what you're doing.
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    You can change the computation mode as
    well here, but lightweight is quite good.
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    I honestly prefer to work without shadows on.
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    >> Yeah. Because again, like when
    you're painting textures, we want,
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    like we want our albedo to
    be as pure as possible.
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    >> Yeah, exactly.
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    >> And shadows can be good for previews, but
    you might forget to turn it off at some point
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    and then start to correct after the shadows.
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    >> Yeah, exactly.
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    Then after we've disabled old stuff here and
    particularly the pose effects and we know how
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    to change lighting now, we are quickly
    going to look at -- these are texture sets.
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    Texture sets are essentially shaders.
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    The way I like to think about this is
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    that every single texture set here
    has one shader assigned to it.
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    So, whenever you're exporting
    this back into Maya,
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    the head texture set will be the head shader.
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    It could also be not grouped based
    on body part but based on material.
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    I would call like maybe brass and this would
    be called skin and this would be called iron.
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    That helps me a lot.
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    >> Yeah. And that's really how you separate it.
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    So, you would always prep it in
    another 3D software beforehand.
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    >> Yeah, exactly.
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    >> Just simply, you know, select the object
    or parts of the objects that you want
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    in your texture set and apply
    a different shader to it.
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    >> Exactly.
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    So, you can see these also
    have different UVs as well.
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    So, there is no overlap between them
    because there's completely separate shaders.
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    Whenever you're dealing with texture sets,
    you kind of got to discard the mentality
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    of like an outliner or hierarchy of your objects
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    because the hierarchy is completely
    irrelevant when you're texturing.
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    Hierarchy is used when you're
    rigging and doing that kind of stuff.
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    But for this, these are pure shaders.
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    Let's go back to F2.
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    So, we can switch between the texture sets
    by going up here and just clicking on them.
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    Or we can do this by holding Ctrl Alt and
    right mouse button on the various texture sets.
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    This is the way you probably want to do it
    because clicking up here is quite annoying.
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    Let's say you're painting down here and
    you want to switch it, quite annoying.
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    So, Ctrl Alt-right mouse button.
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    We can also solo it.
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    So, let's say you only want to see the body.
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    Now, you just hit the solo button.
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    This is something I do all the time.
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    >> Is there a way to set up
    a hotkey for the solo button?
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    >> Yes, there is.
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    It's Alt-Q which I believe
    is the old Max hotkey for it?
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    >> Yeah, I think so.
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    Yeah. One thing that's also nice is the tool
    tips that you get in the bottom left-hand corner
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    of the viewport whenever you're
    selecting hotkeys that it sort
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    of shows you what possible options there are.
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    Like when you're rotating and
    stuff, that can be quite handy.
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    Especially in the beginning, the hotkeys
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    and what they do can be a
    little confusing sometimes.
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    >> Yeah, exactly.
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    You can also change the shader right here.
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    This is something, we aren't covering
    this in this series but if you want
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    to have a different shader assigned to it.
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    For instance, if you're dealing with
    opacity, this is where you would do that.
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    Then we have the brush tool.
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    By default, we have a regular layer
    and we cover layers a little bit.
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    The brush tool is one of these tools
    you are going to be using quite a lot.
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    So, the hotkey is 1 and you
    can find it over here.
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    I prefer to use hotkeys as much as I can.
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    And by default, you're just
    going to paint like this.
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    One thing I do very often whenever I'm painting
    with this is that I disable pen pressure
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    for either the opacity or the flow or the size.
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    So, you can do that by going under right
    next to the size and disabling pen pressure.
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    Because now, we have the
    exact same pressure all over.
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    And you can do the same with flow.
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    So now, you can enable pen pressure and now
    you have really a lot more control with it.
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    >> Whatever the difference between the two are.
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    >> Yeah, flow and opacity.
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    You can resize the brush by holding Ctrl-right
    mouse button and going left and right.
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    You can change the hardness by holding
    Ctrl-right mouse button and going up and down.
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    You can change -- you can rotate it
    which we can't really see here right now
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    because there isn't anything assigned to it.
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    But you can rotate it by holding
    Ctrl and then going up and down.
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    >> So, this is just going to be a
    little confusing in the beginning.
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    It just takes some time getting used to.
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    >> Exactly.
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    You can just kind of see your
    cursor is rotating around.
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    And then opacity is Ctrl -- flow is
    Ctrl and then just go left to right.
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    You can also get straight lines by
    holding the Shift key when you're painting
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    and you can hit the D key to get lazy mouse.
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    This is incredibly handy if you really
    want, like, nice clean lines here.
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    So, let's do some of this and you just
    get nicer, cleaner lines this way.
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    That's a D hotkey.
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    Then we also have symmetry as well
    which is relevant with brush tool.
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    The hotkey there is L or you can
    go up here and enable symmetry.
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    This is really cool symmetry.
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    It's not like Mario symmetry
    which works on screen-based.
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    It's actual real symmetry.
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    >> Yay!
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    >> Yay! One thing to keep in mind as well
    is that you can't paint across texture sets.
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    So, if you want to paint to the
    body now, you can't do that.
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    You have to switch to the texture
    set and then paint on that.
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    That's why I recommend a hotkey
    for doing that because otherwise,
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    it's going to take too much time to go over.
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    >> Yeah.
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    >> We also have the color picker which is the
    P key, which is honestly quite annoying for me
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    because you have to move your hand a lot.
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    But that's how you change the color picker.
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    The color is back to --
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    >> So, you click it or hold it down?
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    >> You click it and then you click
    where you want and then it switches.
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    You can also right click to get up
    brush settings such as size, flow,
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    spacing, all these kind of things.
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    And on the bottom, we also
    have the color as well.
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    So, you can change the color
    to whatever you want to.
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    Then we have layers.
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    So, layers is really where
    the fun begins in Painter.
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    We have regular layers which is exactly this.
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    Let's actually go to the head
    and isolate this and delete this.
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    So, you delete layers by hitting the trash can.
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    And you have two different layers here.
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    You have the fill layer, then you have the
    regular layer which is just a paint layer.
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    The paint layer is where you can paint on it.
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    Nothing fancy about this.
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    This is very straightforward.
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    This is where we can also project stuff on top.
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    And if you want to paint custom
    masks or whatever you want
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    to do, use a regular paint layer.
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    We have blending modes to the right.
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    And we can also change the
    blending mode per channel.
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    So, if we go down here, we
    have different channels.
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    We can paint, for instance, with height.
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    So now, we're painting with height and
    we're painting it with red at the same time.
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    So now, we have some height
    information in our brush.
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    So, we can go down here and we
    can change this now to height.
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    And we can now change the opacity of this.
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    So, this is the way you control
    the different channels.
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    So, if you have roughness, for
    instance, you do the same thing.
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    You can change the reference value
    and you would choose roughness
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    and you change the blending
    mode or whatever it is.
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    So, it's really cool that
    you have such fine control
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    over all the different channels right here.
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    Where the magic happens though when it
    comes to Painter isn't with paint layers.
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    Like, it's called Painter but you really aren't
    going to be doing too much hand painting.
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    >> Should be called Substance Filler.
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    >> Should be called Substance Filler because
    we are going to be using the fill layer a lot.
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    So, a fill layer is kind of like a material.
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    I like to think about every fill
    layer as a separate material
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    because we have all the material
    attributes we need.
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    This is also where we see our properties.
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    And this is where this becomes relevant.
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    We can see down here, we have all
    the properties for our fill layer
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    or whatever it might be,
    whatever tool it might be.
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    So, we can change the color by
    clicking to the gray part here,
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    the gray part, and we can change the color.
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    We can change the metallic.
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    Is it metal?
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    Is it not metal?
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    So, we can make this metallic.
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    We change the roughness to make it really shiny.
  • 15:05 - 15:09
    And we can't really see the effects
    of height or normal right now.
  • 15:09 - 15:11
    So, this is what I mean with
    it being a material.
  • 15:11 - 15:13
    But now, we have essentially
    created some kind of like,
  • 15:13 - 15:18
    almost like a car paint shader
    or some kind of red material.
  • 15:18 - 15:20
    So, you can change this here.
  • 15:22 - 15:26
    >> So, the interesting difference here
    between paint layers and fill layers is
  • 15:26 - 15:31
    that for the fill layers, instead of painting
    it, you're sort of almost erasing it.
  • 15:31 - 15:32
    >> Yeah, exactly.
  • 15:32 - 15:37
    So, the way you would do this is if you
    want, let's say you have a base here
  • 15:37 - 15:41
    with a car paint shader and then you
    want to have another layer on top,
  • 15:41 - 15:45
    maybe you have some rust on top of it, you will
    make a separate layer onto fill layer on top,
  • 15:45 - 15:47
    make this rust and mask between them.
  • 15:47 - 15:49
    We'll get to this in a little bit as well.
  • 15:50 - 15:53
    So, let's delete these and let's
    make a new fill layer as well.
  • 15:53 - 15:56
    So now, we're going to talk
    about one of my favorite features
  • 15:56 - 15:58
    of Painter which is adding grunge maps.
  • 15:58 - 16:02
    So before, we added the color
    straight under here to it.
  • 16:02 - 16:04
    But what we're going to be doing
    now, instead of adding a color,
  • 16:05 - 16:07
    we are going to be adding a map into this.
  • 16:07 - 16:14
    So, if you click right above it where it
    says base color, we can now hit type grunge.
  • 16:14 - 16:17
    And now, this is going to be
    flooded with awesome grunges.
  • 16:18 - 16:20
    We have so many different maps.
  • 16:20 - 16:23
    And honestly, I think this is one
    of the biggest strengths of Painter
  • 16:23 - 16:26
    because you can change the look
    of your texture so quickly.
  • 16:27 - 16:29
    And a grunge map can be used
    for really anything.
  • 16:29 - 16:36
    >> Yeah. There's a lot of good variety in
    the maps included in Painter, actually.
  • 16:36 - 16:36
    >> Yeah, there really is.
  • 16:37 - 16:43
    So, one cool thing as well is that we
    have access to tri-planar projections.
  • 16:43 - 16:47
    So currently, this is using UV
    mapping as the projection method.
  • 16:47 - 16:51
    So now, you can see we get seams
    where there are seams in the UV map.
  • 16:51 - 16:52
    And that's unavoidable.
  • 16:52 - 16:52
    That's --
  • 16:52 - 16:54
    >> And that's what you would expect, you know.
  • 16:54 - 16:54
    >> Yeah, exactly.
  • 16:54 - 16:57
    It doesn't matter how good a UV map
    is, you will have seams by definition.
  • 16:58 - 17:01
    But if we change the projection
    type to tri-planar, now suddenly,
  • 17:01 - 17:06
    you are not going to have any seams
    anymore, at least not where the UVs are.
  • 17:06 - 17:10
    Because now, we have three planes
    which are projected maybe from here,
  • 17:10 - 17:12
    here and here, depending on your setup.
  • 17:12 - 17:15
    And you get a nice blend between the planes.
  • 17:15 - 17:19
    >> Yeah. So, where you would normally
    have seams with tri-planar projection,
  • 17:19 - 17:22
    it actually fades between the different maps.
  • 17:22 - 17:23
    >> Yeah, exactly.
  • 17:23 - 17:27
    So, we change the hardness to this and now you
    can kind of see where the different planes are.
  • 17:27 - 17:30
    So, you can definitely see a seam but because
    we can change the hardness all the way down,
  • 17:31 - 17:33
    you now just get this soft transition.
  • 17:33 - 17:33
    >> Yeah.
  • 17:33 - 17:36
    >> And this also means that,
    we shouldn't really say this,
  • 17:36 - 17:39
    but it means your UV map can be
    a lot worse because now suddenly,
  • 17:39 - 17:42
    stretching isn't that much of an issue.
  • 17:42 - 17:42
    >> Yeah.
  • 17:42 - 17:45
    >> You can also see here we have a little gizmo.
  • 17:45 - 17:47
    This is something they recently
    introduced in Painter.
  • 17:48 - 17:52
    So before, you can only do it
    with rotation scale in here.
  • 17:52 - 17:53
    But now, you can actually move it around.
  • 17:54 - 17:57
    You can use -- by default, it's
    going to be set to just move.
  • 17:58 - 18:00
    You can set it to rotate by hitting the E key.
  • 18:00 - 18:02
    And you can set to scale by hitting the R key.
  • 18:03 - 18:05
    And back to move with the W key.
  • 18:05 - 18:07
    So, W, E and R.
  • 18:09 - 18:14
    >> So, one thing we talked about, it's
    probably a good idea to be consistent here
  • 18:14 - 18:20
    with which method you use, so you don't start
    mixing the normal scale rotation and hardness
  • 18:20 - 18:23
    with maybe with the gizmo or something.
  • 18:23 - 18:23
    >> Exactly.
  • 18:23 - 18:29
    Because now, if you start to scale some stuff
    here and then you scale some stuff here,
  • 18:29 - 18:31
    it's really hard to know
    what's actually happened to it.
  • 18:31 - 18:34
    Like you can have a crazy high
    value here, but you don't really --
  • 18:34 - 18:36
    but maybe you can't see what's going on.
  • 18:37 - 18:40
    So, I really recommend you stick
    to either using the scaling here
  • 18:40 - 18:44
    and rotation here or I prefer
    to use just a gizmo.
  • 18:44 - 18:46
    I think this is a really good addition to it.
  • 18:46 - 18:48
    >> Yeah, yeah, it's very intuitive to use.
  • 18:48 - 18:49
    >> Yeah, it really is.
  • 18:49 - 18:52
    You can get some really good results with this.
  • 18:52 - 18:58
    You can also duplicate the fill layers around
    and then you can mask out different parts.
  • 18:58 - 19:02
    For instance, if you see here, we have like a
    pattern going across, you could duplicate it
  • 19:02 - 19:05
    and then you can rotate it and now
    you can mask out different parts.
  • 19:05 - 19:10
    So, this is really one of
    the strengths of Painter.
  • 19:10 - 19:15
    So, let's add something into
    the roughness slot as well.
  • 19:15 - 19:22
    Now, you can see we have different slight
    variation in the roughness to this.
  • 19:23 - 19:26
    Now, this is where it becomes relevant
    that we have different channels.
  • 19:27 - 19:29
    By default, we're just seeing the material.
  • 19:29 - 19:32
    So, this is with all the lighting
    and everything into the model.
  • 19:33 - 19:35
    >> Yeah. Everything's sort of like
    stamped or like meshed together.
  • 19:35 - 19:36
    >> Yeah, exactly.
  • 19:36 - 19:39
    >> So, you know, if we were to
    add another one into the height,
  • 19:39 - 19:41
    we can see crazy stuff going on here now.
  • 19:41 - 19:44
    And this is really nice that we can
    see everything because this means
  • 19:44 - 19:48
    that we get a pretty good approximation of
    what the final one's going to look like.
  • 19:48 - 19:52
    But it's not very good for actual
    painting because when you're painting,
  • 19:52 - 19:54
    you need to paint every single map.
  • 19:54 - 19:56
    You need to control every single map you have.
  • 19:57 - 19:59
    So, if we go up here to the top right,
  • 19:59 - 20:03
    we can see that we have material
    and then we have single channel.
  • 20:03 - 20:05
    So, this is where you can
    choose the different channels.
  • 20:05 - 20:08
    We have like metallic, roughness,
    height, normal.
  • 20:08 - 20:11
    And then we also have below, we have mesh maps.
  • 20:12 - 20:17
    These are maps which are being generated
    by Painter itself when you bake stuff.
  • 20:18 - 20:20
    We aren't covering too much
    of this in this series
  • 20:20 - 20:22
    because baking is a whole
    separate chapter by itself.
  • 20:23 - 20:23
    >> Yeah.
  • 20:23 - 20:27
    >> But you can choose these
    by simply clicking on them.
  • 20:27 - 20:29
    And now, you can see the different channels.
  • 20:30 - 20:37
    You can also use the hotkey which is C to
    go between them and Shift C to go back.
  • 20:37 - 20:40
    >> Yeah. And here, it becomes pretty apparent
    when you switch between something like roughness
  • 20:40 - 20:44
    and then your height, for example,
    that you can see the different maps
  • 20:44 - 20:46
    that we've inputted into those.
  • 20:46 - 20:47
    >> Yeah, exactly.
  • 20:47 - 20:50
    It becomes very important to be able
    to see these individual channels
  • 20:51 - 20:55
    because after you get a certain
    level of complexity into your maps,
  • 20:56 - 20:59
    you might just have -- there
    is some reflection somewhere.
  • 20:59 - 20:59
    >> Yeah.
  • 21:00 - 21:01
    >> Where is that coming from?
  • 21:01 - 21:05
    Is it coming from -- is it the height
    map driving it or what's going on here?
  • 21:06 - 21:12
    So, C to go between, Shift C to go back
    and B to go between the baked maps.
  • 21:13 - 21:17
    So here, you have ID, ambient occlusion,
    curvature, position, thickness.
  • 21:18 - 21:20
    We have a whole separate video
    on this as well on YouTube
  • 21:20 - 21:23
    where we cover what each texture map is doing.
  • 21:23 - 21:23
    >> Yeah.
  • 21:23 - 21:25
    >> So, we highly recommend that
    you check that out as well.
  • 21:25 - 21:29
    And to go back to material,
    you simply hit the M key.
  • 21:29 - 21:30
    M for material.
  • 21:31 - 21:34
    This is something you're going to be doing
    a lot, so really get used to these hotkeys.
  • 21:34 - 21:39
    When I was learning Painter, I was sitting
    down and straight up just hitting the M key,
  • 21:39 - 21:45
    hitting the C key, Shift C, going between
    them, B, Shift B. Really get used to these
  • 21:45 - 21:48
    because these will be your
    everyday painter life.
  • 21:48 - 21:50
    >> Yeah. It's going to speed
    up your painting a lot.
  • 21:51 - 21:57
    >> So, now that we briefly talk about the
    fill layer, we need to talk about masking
  • 21:57 - 22:00
    because masking is also really
    where the magic happens.
  • 22:00 - 22:02
    >> Yeah. Especially when
    you work with fill layers.
  • 22:02 - 22:03
    >> Exactly.
  • 22:03 - 22:07
    The magic happens in a few different places,
    but particularly when it comes to masking.
  • 22:07 - 22:09
    >> Magic just happens within Substance.
  • 22:09 - 22:10
    >> Exactly.
  • 22:11 - 22:13
    So, let's make two new fill layers.
  • 22:13 - 22:20
    This one is going to be like,
    maybe it's like a red paint layer.
  • 22:20 - 22:24
    And on top, we're going to
    have some kind of dirt.
  • 22:24 - 22:27
    So, you can also rename by
    double clicking on it.
  • 22:27 - 22:29
    And we can call this red.
  • 22:29 - 22:36
    >> That's why I really like the material analogy
    with fill layers because you have the control
  • 22:36 - 22:40
    of each individual channel and then you just
    sort of add new materials or shaders on top.
  • 22:41 - 22:41
    >> Exactly.
  • 22:41 - 22:45
    Like, we covered this fairly in depth
    in the full series where we're talking
  • 22:45 - 22:48
    about if you want to replicate
    rust, you need to build it
  • 22:48 - 22:51
    up in a methodical way the same way it's done.
  • 22:51 - 22:51
    >> Yeah.
  • 22:51 - 22:55
    >> So now, we have like a nice
    little paint material here.
  • 22:55 - 22:56
    And now, we can add another one.
  • 22:57 - 22:59
    And here, we can make this nice and grungy.
  • 22:59 - 23:01
    >> Yeah. So, you really just have to think of it
  • 23:01 - 23:04
    as like the original base of
    this was painted with red.
  • 23:04 - 23:08
    And then over some years, it got
    rust on top or something like that.
  • 23:08 - 23:09
    >> Yeah, exactly.
  • 23:09 - 23:10
    We can set this again to tri-planar.
  • 23:10 - 23:13
    And you're going to be doing this all the time.
  • 23:13 - 23:14
    >> I almost wish it was default.
  • 23:15 - 23:15
    >> Yeah, exactly.
  • 23:15 - 23:18
    One thing as well to keep in mind,
    when you work with fill layers,
  • 23:18 - 23:20
    I tend to disable channels I don't need.
  • 23:20 - 23:26
    For this one, I don't necessarily need metallic
    and don't need normal so we can disable that.
  • 23:26 - 23:29
    This just keeps it a lot cleaner because
    then you have less parameters down here.
  • 23:30 - 23:33
    So now, we have one layer on
    top like this and we have --
  • 23:34 - 23:39
    yeah, we have a red one and then
    we have some kind of dirt layer.
  • 23:40 - 23:45
    The way we mask between these now is we right
    click and we hit add a white mask which is going
  • 23:45 - 23:50
    to keep everything the way it is, or we add a
    black mask which is going to erase everything.
  • 23:51 - 23:53
    This is very similar to how
    it's done in Photoshop.
  • 23:53 - 23:54
    >> Yeah, yeah.
  • 23:54 - 23:57
    So, if you ever used Photoshop and used
    masking there, this should be familiar to you.
  • 23:57 - 23:58
    >> Exactly.
  • 23:58 - 24:00
    So now, we can see that everything disappeared.
  • 24:01 - 24:06
    We can also disable the mask by holding
    Shift key and clicking on the Mask.
  • 24:06 - 24:10
    And we can look at the mask by holding
    the Alt key and clicking on the Mask.
  • 24:10 - 24:12
    >> Which I think is actually
    how you do it in Photoshop.
  • 24:12 - 24:14
    >> I think this is exactly
    the same as Photoshop.
  • 24:14 - 24:17
    This is where we have our effect stack as well.
  • 24:17 - 24:20
    This is really handy because
    here, we have generators.
  • 24:20 - 24:22
    More on that in a bit.
  • 24:22 - 24:23
    And here, we have paint layers.
  • 24:23 - 24:25
    So now, let's add a quick paint layer to this.
  • 24:26 - 24:29
    And now, we can start painting between these.
  • 24:29 - 24:30
    >> Yeah, that's an important thing to note.
  • 24:30 - 24:34
    You actually need a paint layer
    underneath your mask in order to modify it.
  • 24:34 - 24:35
    >> Yeah.
  • 24:35 - 24:37
    >> Otherwise, it will be completely
    white or completely black.
  • 24:37 - 24:39
    >> Exactly.
  • 24:39 - 24:44
    So now, we can see if you hold the Alt key
    and click on the Mask, not on this part,
  • 24:44 - 24:46
    on the layer, but on the Mask, now
    we can see what we're painting.
  • 24:46 - 24:50
    And this again becomes incredibly important
    when you really want control over stuff.
  • 24:51 - 24:51
    >> Yeah.
  • 24:51 - 24:53
    >> So, hit the M key well.
  • 24:53 - 24:54
    Again, go back to materials.
  • 24:54 - 24:56
    And here, we can now see
    exactly what's going on.
  • 24:57 - 25:02
    Now, this is where we can add some
    height information onto this fill layer.
  • 25:03 - 25:06
    >> Yeah, that's the nice thing
    about the fill layer compared
  • 25:06 - 25:09
    to the paint layer is here,
    you can just up the slider.
  • 25:09 - 25:09
    >> Exactly.
  • 25:09 - 25:12
    >> Whereas with the paint layer, you would
    actually have to paint the height information.
  • 25:12 - 25:14
    >> So now, we can kind of see what's going on.
  • 25:14 - 25:19
    It's kind of like this is
    carving into the painting.
  • 25:19 - 25:23
    So, you can have a lot of control
    with this if you go into one layer
  • 25:23 - 25:24
    and just adjusting the height value.
  • 25:24 - 25:29
    A quick tip as well is if you want fine
    control here, you can hold on the Shift key.
  • 25:29 - 25:31
    And now, you can see that
    we're just getting like way --
  • 25:31 - 25:35
    we have way more precision
    over our values instead
  • 25:35 - 25:39
    of just dragging and that becomes quite tedious.
  • 25:39 - 25:43
    So, this is really one of the ways
    you can be doing a lot of your work.
  • 25:43 - 25:45
    You can be painting masks like this.
  • 25:46 - 25:49
    So, it's a very quick and easy
    setup when it comes to masking.
  • 25:49 - 25:52
    If you want to remove this
    or restart the masking,
  • 25:52 - 25:55
    I just go add black mask again
    and then it all disappears.
  • 25:55 - 26:00
    You can also copy a mask and you
    can also remove a mask altogether.
  • 26:00 - 26:05
    So, let's next look at the shelf.
  • 26:05 - 26:08
    The shelf is where a lot of
    fun stuff happens in Painter.
  • 26:09 - 26:10
    This is what we have on the bottom.
  • 26:10 - 26:13
    And by default, it's going
    to be set to materials.
  • 26:13 - 26:16
    But this has way more stuff than just materials.
  • 26:16 - 26:21
    The way we can access this is really
    we can drag and drop our stuff onto it.
  • 26:21 - 26:23
    And now, we have a material.
  • 26:23 - 26:25
    This is one of the pre-made materials.
  • 26:25 - 26:28
    And some of these are simply fill
    layers which have been turned
  • 26:28 - 26:30
    into smart materials by the
    guys at Allegorithmic.
  • 26:31 - 26:35
    And some of these are made in
    Designer and are way more hardcore.
  • 26:35 - 26:37
    >> And are really smart material.
  • 26:37 - 26:38
    >> And really, really smart.
  • 26:38 - 26:41
    So, you can just drag and drop them onto
    it and you can just see what happens.
  • 26:42 - 26:46
    The way I really learned how to make
    materials in Painter was to drag and drop a lot
  • 26:46 - 26:49
    of materials and try to reverse-engineer them.
  • 26:49 - 26:53
    You know, go through this and see what color
    they're using, what are they using for height,
  • 26:53 - 26:55
    what kind of patterns are they using here.
  • 26:55 - 26:57
    This kind of stuff is really handy.
  • 27:02 - 27:05
    So here, we can see one which
    this is made in Designer.
  • 27:05 - 27:07
    So here, you don't have the
    same attributes as before.
  • 27:07 - 27:10
    So, if you're seeing this kind of stuff, that's
    not because you don't know Painter well enough,
  • 27:10 - 27:13
    that's just simply because
    this is made in Designer
  • 27:13 - 27:18
    and the author has made certain
    attributes available.
  • 27:18 - 27:22
    I find these to be quite annoying because I
    can't really modify them from heart's content,
  • 27:22 - 27:24
    but they're still really
    good as a starting point.
  • 27:25 - 27:28
    >> Yeah. I mean, as we all know, there
    are some crazy designer materials
  • 27:28 - 27:31
    out there that can do all kinds of things.
  • 27:31 - 27:32
    So, they can be quite useful.
  • 27:32 - 27:33
    >> Exactly.
  • 27:33 - 27:37
    So here, we have -- these are more --
    these are simpler, these materials.
  • 27:37 - 27:42
    They're usually almost like one fill
    layer, just modified a little bit.
  • 27:42 - 27:46
    But under smart materials, this is
    where stuff is going really crazy.
  • 27:46 - 27:48
    We will cover this a little bit more later on.
  • 27:49 - 27:52
    But essentially, you get really advanced effects
  • 27:52 - 27:54
    by simply just dragging and
    dropping these onto it.
  • 27:54 - 27:58
    And this is also where people go a bit
    crazy with them and they just start
  • 27:58 - 28:02
    to abuse this system where, you know, they
    just -- they don't learn how to texture,
  • 28:02 - 28:06
    they just drag and drop smart materials and
    they think they're not a great texture artist.
  • 28:06 - 28:07
    We have a few rants on this.
  • 28:08 - 28:09
    >> Yeah. There's also videos about it.
  • 28:09 - 28:11
    And yeah, you should check that out.
  • 28:11 - 28:12
    >> So, definitely check that.
  • 28:13 - 28:15
    So, there are also more resources
    under here as well.
  • 28:15 - 28:21
    Like, this is where your environments
    are and stuff like smart masks as well
  • 28:21 - 28:23
    which are exactly the same as a
    smart material, just with a mask.
  • 28:24 - 28:26
    We also have like our project maps.
  • 28:26 - 28:30
    You can see these were all the maps
    which have been baked by the baker.
  • 28:30 - 28:33
    We also have alphas.
  • 28:33 - 28:37
    So, if you want like a cool alpha onto your
    brush, this is where you would find that.
  • 28:37 - 28:39
    Let's actually show that real quick.
  • 28:40 - 28:46
    So, if you want this in a color, we
    drag and drop this into the color.
  • 28:47 - 28:49
    Now, we have a nice little map like this.
  • 28:49 - 28:52
    So, you can do some pretty
    crazy stuff with this.
  • 28:53 - 28:53
    >> Yeah.
  • 28:53 - 28:55
    >> You can get some very
    cool effects right away.
  • 28:55 - 28:56
    You can also use it for height.
  • 29:00 - 29:04
    And ta-da, you know, we get some cool effects.
  • 29:04 - 29:07
    We also have all the grunges
    like I was talking about before
  • 29:08 - 29:10
    where you -- this is where they all live.
  • 29:10 - 29:11
    You can also just search for them.
  • 29:11 - 29:14
    Like if you go in roughness, you
    can just type search for grunge.
  • 29:14 - 29:16
    But it's really handy to have them all here.
  • 29:17 - 29:20
    So, in short, this is where
    a bunch of stuff will live.
  • 29:21 - 29:25
    So, definitely worth checking that
    out, particularly the materials
  • 29:25 - 29:27
    and smart materials and smart masking.
  • 29:28 - 29:33
    Also, if you want to bring in your custom
    resources, like let's say you have images
  • 29:33 - 29:36
    from Photoshop or whatever it might
    be, you already baked your maps,
  • 29:36 - 29:37
    this is where you could bring them in.
  • 29:38 - 29:44
    So, we have a little -- we have a
    material or a map which has been pre-made.
  • 29:45 - 29:50
    And the way we get this in is we
    simply drag it in to our shelf.
  • 29:50 - 29:54
    And now, we get this little dialog box up.
  • 29:54 - 29:57
    This is going to tell you the name of it and
    then it's going to tell you what this is.
  • 29:57 - 29:58
    Is this an alpha?
  • 29:58 - 30:00
    Is it color lock, environment?
  • 30:00 - 30:01
    Or is it a texture?
  • 30:01 - 30:04
    This is a texture and you've
    got a definer as such.
  • 30:04 - 30:06
    If you bring in HDRIs, you
    set it to environment.
  • 30:06 - 30:09
    >> One thing I'd like to point out
    here, something that I didn't know
  • 30:09 - 30:11
    which was really annoying in the beginning.
  • 30:11 - 30:17
    You can select multiple, you know, imported
    objects here and then just select all of them
  • 30:17 - 30:19
    if they're all textures or all environments.
  • 30:19 - 30:19
    >> Oh, that's true.
  • 30:19 - 30:20
    Yes.
  • 30:20 - 30:21
    >> Yeah, you don't have to do it one by one.
  • 30:21 - 30:22
    >> You can just drag -- select them all.
  • 30:22 - 30:23
    >> Exactly.
  • 30:23 - 30:23
    >> That's quite handy.
  • 30:24 - 30:26
    You can also change, you can add a prefix to it
  • 30:26 - 30:28
    which I don't really find
    that useful, but you could.
  • 30:29 - 30:33
    And then, what you do is you import
    this under the current session
  • 30:34 - 30:36
    into the project or onto the shelf.
  • 30:36 - 30:38
    So, we're just going to do current session
  • 30:38 - 30:41
    which means whenever we restart
    Painter, it's going to be reset.
  • 30:41 - 30:42
    >> That just keeps it clean for us here.
  • 30:43 - 30:43
    >> Exactly.
  • 30:43 - 30:47
    So now, we have our resource right here.
  • 30:48 - 30:51
    So now, if we have -- we make a fill layer.
  • 30:51 - 30:54
    Now, we can drag and drop
    this guy into the fill layer.
  • 30:54 - 30:58
    And this is how you would tile a map across.
  • 30:58 - 31:02
    This is something I was wondering, me coming
    from Mari, I was wondering, is there like a fill
  • 31:02 - 31:04
    or tile adjustment layer or something like that?
  • 31:04 - 31:08
    But the way you would tile something across
    is dragging and dropping into a channel
  • 31:08 - 31:10
    and now you can, you know, scale it up.
  • 31:11 - 31:12
    >> Yeah. And that only works with fill layers.
  • 31:12 - 31:13
    >> Yeah, exactly.
  • 31:13 - 31:18
    So, you could also set this to
    tri-planar as well which is quite handy.
  • 31:18 - 31:21
    So, you might use -- you're
    probably going to use a combination
  • 31:21 - 31:24
    of tri-planars and UV production.
  • 31:24 - 31:26
    >> Yeah. You know, some materials
    might be projections
  • 31:26 - 31:28
    from the UVs and some might be tri-planar.
  • 31:29 - 31:29
    >> Exactly.
  • 31:30 - 31:32
    So next up, we are going to be
    looking at the projection tool.
  • 31:33 - 31:36
    Now that we have a resource, we can
    actually use the projection tool.
  • 31:36 - 31:41
    The projection tool is here.
  • 31:41 - 31:45
    This is -- the hotkey is
    3 for the projection tool.
  • 31:45 - 31:51
    And the way we use this is
    we go under our paint tool
  • 31:51 - 31:53
    or under our properties here down to the bottom.
  • 31:54 - 31:57
    And under base color, we
    drag our resource in here.
  • 31:57 - 32:01
    >> And that's with a regular layer and not
    a -- regular paint layer, not a fill layer.
  • 32:01 - 32:02
    >> Exactly.
  • 32:02 - 32:04
    Because now, we're doing
    bespoke painting onto this.
  • 32:05 - 32:09
    The cool thing about using this tool is
    that you can get very specific results,
  • 32:09 - 32:12
    such as if you want to have a
    logo in a very specific spot
  • 32:12 - 32:16
    or you just really want this texture
    to be in, you know, this exact spot.
  • 32:17 - 32:20
    This is the way you traditionally
    been painting something like Mari.
  • 32:20 - 32:24
    But now with all the additions of all
    these super cool features in Painter,
  • 32:24 - 32:25
    you're doing less and less of this.
  • 32:25 - 32:27
    But this is still a really useful tool.
  • 32:28 - 32:33
    The navigation for this is the
    same as regular 3D navigation,
  • 32:33 - 32:34
    except that you're using the S key.
  • 32:35 - 32:39
    So, if you want to rotate it,
    it's S and left mouse button.
  • 32:39 - 32:41
    You want to scale it down,
    it's S and right mouse button.
  • 32:41 - 32:44
    And you want to move it, it's
    S and middle mouse button.
  • 32:47 - 32:52
    And then you use your regular hotkeys
    for resizing your brush and all that.
  • 32:53 - 32:56
    So, it is an incredibly powerful
    tool if you really want
  • 32:56 - 33:00
    to get specific textures in specific spots.
  • 33:00 - 33:05
    >> Yeah. And the nice thing about doing this
    with projection is that if you have a layer,
  • 33:05 - 33:09
    let's say that it's a fill layer that's
    not using tri-planar for some reason
  • 33:09 - 33:14
    but is using UV projection, then you can always
    create a paint layer on top with projection
  • 33:14 - 33:15
    to fill out, you know, those seams.
  • 33:15 - 33:16
    >> Exactly.
  • 33:16 - 33:17
    You can also set this to tiling.
  • 33:18 - 33:21
    It's currently set to no tiling,
    but we can set this to tile.
  • 33:21 - 33:22
    And now, it's just going to keep on painting.
  • 33:23 - 33:27
    As this is a tileable map, you know,
    this here is just going to keep on going.
  • 33:27 - 33:31
    So, the projection tool, very, very useful.
  • 33:31 - 33:34
    Then we're going to be looking
    at the polygon fill tool.
  • 33:35 - 33:39
    Let's make a new regular layer and
    let's look into the Polygon Fill tool.
  • 33:39 - 33:43
    The Polygon Fill tool is incredibly
    powerful because it allows you to fill
  • 33:43 - 33:45
    in specific colors in specific areas.
  • 33:45 - 33:48
    So, let's just try it by
    default and see what happens.
  • 33:49 - 33:53
    So now, it's set to polygons which
    means that whatever polygon is selected,
  • 33:54 - 33:55
    we are going to be filling this in.
  • 33:56 - 34:00
    You can also set in triangles which
    is also quite useful, I suppose.
  • 34:00 - 34:05
    Where this becomes really useful is if
    this is set to the mesh part like this,
  • 34:05 - 34:09
    the mesh fill option, where now
    you can just click on a portion
  • 34:09 - 34:13
    and it will do all the connected
    bits to this piece of geometry.
  • 34:13 - 34:17
    >> This is really handy for something
    like masking, when you want to mask
  • 34:17 - 34:20
    out entire regions and not like
    wanting to have to hand paint it.
  • 34:20 - 34:21
    >> Exactly.
  • 34:21 - 34:23
    And then we also have UV section as well.
  • 34:23 - 34:27
    So now, we can mask out only
    the UV part of this.
  • 34:27 - 34:31
    This is entirely based on your UV map.
  • 34:31 - 34:34
    >> So, like Morten said,
    this becomes really handy
  • 34:34 - 34:36
    if we have a new fill layer and this is red.
  • 34:36 - 34:41
    And then we have another filler
    and this is not red, it's blue.
  • 34:42 - 34:43
    And now, we mask it out.
  • 34:43 - 34:48
    Right mouse button, add a black mask
    effect stack, add a paint layer.
  • 34:48 - 34:54
    And now, we can use this
    tool, the Polygon Fill tool.
  • 34:55 - 34:58
    And simply just click where you want to be.
  • 34:58 - 35:03
    So, for UVs, you simply click these
    parts and now we mask between them.
  • 35:03 - 35:06
    >> Yeah. So, you know, just
    in case you didn't catch it,
  • 35:06 - 35:08
    you're not actually selecting with blue here.
  • 35:08 - 35:11
    You're just -- you're selecting
    white for the mask and then
  • 35:11 - 35:14
    that just shows the blue
    that is on top of the red.
  • 35:14 - 35:14
    >> Exactly.
  • 35:15 - 35:16
    This is a really useful tool.
  • 35:16 - 35:19
    Like Morten said, this is
    mostly used for masking.
  • 35:19 - 35:21
    I don't really use this for anything else.
  • 35:22 - 35:27
    Sometimes maybe you want to select some
    polygons here and there, but I've only used this
  • 35:27 - 35:30
    for masking as far as I can remember.
  • 35:30 - 35:32
    Hotkey here is again 4.
  • 35:32 - 35:34
    So, it's 1, 2 and 3 and 4.
  • 35:34 - 35:35
    >> Pretty intuitive.
  • 35:35 - 35:39
    >> Pretty intuitive stuff.
  • 35:39 - 35:42
    Then we have generators,
    filters and mask editors.
  • 35:44 - 35:46
    So, let's look at some of these.
  • 35:47 - 35:51
    Let's start with another fill layer
    and let's make this the same --
  • 35:51 - 35:53
    kind of same as what we had before.
  • 35:53 - 35:54
    >> Don't tell me it's a red paint.
  • 35:54 - 35:55
    >> It's going to be a red paint.
  • 35:56 - 36:02
    And on top of this, we can make another
    layer which could be like a dirty one,
  • 36:02 - 36:05
    something like this, and just
    change the scale of this.
  • 36:07 - 36:10
    Hold on the Shift key just
    to have a bit more precision.
  • 36:10 - 36:13
    And where generators become
    useful is if you want to mask
  • 36:13 - 36:16
    between these different materials now.
  • 36:17 - 36:19
    Now, you saw before we were hand painting it.
  • 36:19 - 36:22
    But honestly, hand painting,
    that's for like if you're in 2001.
  • 36:22 - 36:22
    >> Yeah.
  • 36:22 - 36:25
    >> We are going to let the
    computer do some of the work.
  • 36:25 - 36:29
    >> And the generators, as far as I
    know, they require the mesh maps, right?
  • 36:29 - 36:30
    >> Yes, exactly.
  • 36:30 - 36:35
    So, if we add a generator to this again
    under the effect stack on the layer --
  • 36:35 - 36:37
    oh, sorry, we have to make a black mask first.
  • 36:38 - 36:39
    And now, we can add generator to this.
  • 36:39 - 36:42
    Now, we have -- nothing has happened
    now because there's nothing in it.
  • 36:42 - 36:46
    But if we go under the generator
    now, we have a few of them.
  • 36:47 - 36:49
    One which is really cool is metal edges.
  • 36:50 - 36:53
    And this just brings you like
    really gnarly broken up edges.
  • 36:54 - 36:56
    The way this works is exactly
    what Morten was saying.
  • 36:57 - 37:00
    If we go through our mesh maps in the B key,
  • 37:00 - 37:04
    we can now see that we have
    ambient occlusion and curvature.
  • 37:04 - 37:11
    These generators rely heavily on
    particularly curvature and ambient occlusion.
  • 37:11 - 37:12
    >> Yeah.
  • 37:12 - 37:17
    >> Because now, we have data on where are the
    edges which is exactly what's happening here.
  • 37:17 - 37:21
    >> Yeah. I mean, so you could use painter
    with purely paint layers and fill layers
  • 37:21 - 37:26
    if you want to, but you won't have
    access to the actual power of Painter
  • 37:26 - 37:27
    which is the generators, in my opinion.
  • 37:28 - 37:30
    >> So, you can hit the Invert button.
  • 37:30 - 37:32
    This is something you're
    going to be doing quite a lot.
  • 37:33 - 37:35
    You can also change the wear level for this.
  • 37:35 - 37:40
    Now, keep in mind, this is a specific
    generator called metal edge wear.
  • 37:40 - 37:45
    This is not great for a lot of things, but it's
    also really good to get a starting point for it.
  • 37:45 - 37:48
    Like, you can see it's very
    specific in what it's doing.
  • 37:48 - 37:52
    >> Yeah, it's wearing metal on the edges.
  • 37:52 - 37:53
    >> On the edges.
  • 37:53 - 37:56
    Exactly what you would expect it to do.
  • 37:56 - 37:59
    So now, we can delete this one
    and we can get another one.
  • 37:59 - 38:02
    Just hit the X key there.
  • 38:02 - 38:06
    And now, we can get another
    one which is the mask editor.
  • 38:06 - 38:13
    The mask editor is a lot less sexy from the
    get go, but this has a lot more power into it.
  • 38:13 - 38:17
    This is also what I was saying
    before that this is where you have
  • 38:17 - 38:19
    to start looking at the specific mask.
  • 38:19 - 38:22
    Hold down the Alt key and click on the Mask.
  • 38:22 - 38:23
    And now, you can see what's going on.
  • 38:23 - 38:28
    >> It's kind of like if you use
    someone's predefined brush in Photoshop
  • 38:28 - 38:30
    versus kind of making your own brush.
  • 38:30 - 38:30
    >> Yeah, exactly.
  • 38:31 - 38:37
    So, this allows you to do tons of
    different things where you can amp up stuff
  • 38:37 - 38:40
    like the ambient occlusion,
    you can amp up the curvature
  • 38:40 - 38:43
    and you can really get very
    specific results with this.
  • 38:44 - 38:48
    You can also under texture input, you
    can add, you guessed it, a grunge.
  • 38:48 - 38:51
    And you can get very cool results with this.
  • 38:51 - 38:55
    If we can see where we can add this
    and set the opacity now to higher.
  • 38:55 - 38:57
    And that's a super funky texture.
  • 38:59 - 39:06
    So now, this is where you can really
    get some real power out of the masking.
  • 39:06 - 39:09
    The mask generator is something you're just
    going to have to play with because, honestly,
  • 39:09 - 39:12
    there are way too many settings
    to play around to show you here.
  • 39:12 - 39:13
    But this is --
  • 39:13 - 39:18
    >> But essentially, you could make the
    metal edge wear from the mask editor.
  • 39:18 - 39:19
    >> Yeah, pretty much.
  • 39:19 - 39:21
    You can get some very interesting
    results with this.
  • 39:21 - 39:24
    And again, this is why we look into our --
  • 39:24 - 39:30
    we watch our mask here instead of looking at
    the material because it's just too hard to --
  • 39:31 - 39:33
    like, you don't have enough
    information, honestly.
  • 39:33 - 39:36
    >> Yeah. And especially once you start stacking
    stuff on top of each other, you have more
  • 39:36 - 39:39
    and more materials, it can
    be quite hard to figure
  • 39:39 - 39:42
    out what material and which generator does what.
  • 39:42 - 39:43
    >> Exactly.
  • 39:44 - 39:46
    And this is again where we
    can add like a height to it.
  • 39:46 - 39:49
    And now, you can just see that.
  • 39:49 - 39:50
    Oh, let's do another one.
  • 39:50 - 39:58
    And now, we get this really nice result
    where you get like real depth into it.
  • 39:59 - 40:02
    So again, this is one of the
    absolutely coolest things in Painter
  • 40:02 - 40:06
    where you really have a lot of power in this.
  • 40:06 - 40:10
    Another one which is quite handy
    if you going to delete this is --
  • 40:10 - 40:12
    oops, that was deleting the entire thing.
  • 40:13 - 40:14
    >> Yeah, that's important.
  • 40:14 - 40:17
    Like, you don't have to actually
    delete the generator every time.
  • 40:17 - 40:22
    You can just delete the generator
    that's being used in the generator.
  • 40:22 - 40:23
    >> Yeah, exactly.
  • 40:23 - 40:24
    Yeah, the container for it.
  • 40:24 - 40:25
    > Yeah, yeah.
  • 40:25 - 40:27
    >> But there's a specific one you're using.
  • 40:27 - 40:28
    Light is also quite handy.
  • 40:29 - 40:31
    This is again, if we hold on the Alt key.
  • 40:31 - 40:35
    Now, you can see exactly what's
    going on here where this is --
  • 40:35 - 40:39
    you can mask out stuff based on light direction.
  • 40:39 - 40:43
    Now, keep in mind, this doesn't actually -- this
    is not physically based or anything on this.
  • 40:43 - 40:49
    This just looks at your position map
    and your world normal map, I believe.
  • 40:49 - 40:52
    So, this doesn't respect
    shadows or anything like this.
  • 40:52 - 40:58
    But this is incredibly handy if you
    want to do something like a worn texture
  • 40:58 - 41:04
    from the top where, you know, stuff is --
    there's been a lot of stuff happening up here,
  • 41:04 - 41:05
    but you don't want the bottom to be masked out.
  • 41:06 - 41:08
    >> Or you could do like snow with it, you know.
  • 41:08 - 41:09
    >> Yeah, exactly.
  • 41:09 - 41:16
    >> So, don't think of it as maybe actual
    light but more -- it's just a mask, basically.
  • 41:16 - 41:19
    It could also be, you know, the
    sun has destroyed it and stuff.
  • 41:19 - 41:20
    >> Exactly.
  • 41:20 - 41:23
    This is something you see a lot where there's
    a lot of sun damage everywhere and stuff.
  • 41:24 - 41:26
    So, the light one is really nice.
  • 41:26 - 41:28
    And then you can also use a fill layer on top.
  • 41:29 - 41:31
    And you could pipe in different
    things like grunges
  • 41:31 - 41:34
    and change the blending modes
    here to something like multiply.
  • 41:35 - 41:38
    And now, you can really break
    up this material now.
  • 41:38 - 41:42
    >> Yeah. So now, it kind of looks
    like it's had a lot of heat from above
  • 41:42 - 41:44
    and the paint has started to like
    almost bubble up or something.
  • 41:44 - 41:45
    >> Yeah, exactly.
  • 41:45 - 41:49
    >> So, the power of generators
    is crazy in Substance.
  • 41:49 - 41:54
    >> Yeah. This deserves its own
    video because there's way too much
  • 41:54 - 41:55
    to cover when it comes to generators.
  • 41:55 - 42:00
    Then we have smart materials.
  • 42:00 - 42:03
    Smart materials are really, really cool.
  • 42:03 - 42:09
    A smart material is just a saved material
    where all the settings here are saved.
  • 42:09 - 42:12
    So, we can make -- actually, let's
    undo this and let's have this.
  • 42:12 - 42:14
    So, we could save this as a material.
  • 42:14 - 42:18
    Let's say we want to use this exact
    material here for something else.
  • 42:19 - 42:20
    Let's say you want to use this for the body.
  • 42:21 - 42:22
    We can easily do that.
  • 42:22 - 42:25
    We can group this and we can call this --
  • 42:25 - 42:27
    >> So, how do you do that?
  • 42:27 - 42:30
    >> You hit Ctrl G to group it
    and then we can name it now.
  • 42:30 - 42:34
    We can call it My Smart Material.
  • 42:35 - 42:40
    So, what this means is it's going to use the
    same curvature maps and everything is going
  • 42:40 - 42:43
    to pipe into the same places,
    just in a different place.
  • 42:45 - 42:47
    So, you could simply copy
    paste this onto a different one
  • 42:48 - 42:49
    or we can make a smart material on it.
  • 42:49 - 42:55
    And you do this by holding down the right mouse
    button or clicking the right mouse button.
  • 42:55 - 42:56
    And then we have Create Smart Material.
  • 42:57 - 43:00
    And now, we can see that My
    Smart Material has been created.
  • 43:00 - 43:06
    Now, we can drag this onto
    one of the other ones.
  • 43:06 - 43:09
    So, this is incredibly powerful when
    it comes to texturing because now,
  • 43:09 - 43:11
    you don't have to texture
    every single piece by hand.
  • 43:12 - 43:16
    You can make one really kick-ass material
    and you can drag these onto the other pieces,
  • 43:17 - 43:18
    obviously do a better job than this.
  • 43:19 - 43:22
    And you can use that as a base.
  • 43:22 - 43:26
    So, for instance, if you have a project and
    you got a texture like 200 pieces of wood,
  • 43:26 - 43:30
    you wouldn't look for, like, these
    specific references for each of them.
  • 43:30 - 43:34
    You would just make a smart material for
    wood and you would modify them based on that.
  • 43:34 - 43:38
    >> And if you need something that's a
    little more hero for one piece of wood,
  • 43:38 - 43:40
    you could always drag on your smart material.
  • 43:40 - 43:43
    And then on top of that, you know,
    add more fill layers or paint layers.
  • 43:43 - 43:44
    >> Yeah, exactly.
  • 43:44 - 43:49
    Smart material should really be used as
    a starting point and not the end result.
  • 43:50 - 43:53
    So yeah, this is -- you have
    all the predefines down here.
  • 43:54 - 43:56
    And like I said, I really
    recommend that you go through them
  • 43:56 - 43:59
    and just reverse-engineer the life out of them.
  • 43:59 - 43:59
    >> Yeah.
  • 43:59 - 44:01
    >> That's going to be quite handy.
  • 44:04 - 44:08
    And then the last thing we are
    going to be looking at is Iray.
  • 44:09 - 44:12
    Now, we have done some really
    nice texturing on our model
  • 44:12 - 44:15
    and everything is ready for presentation.
  • 44:16 - 44:20
    The way we can present this is we can
    use iRay which you find by clicking
  • 44:20 - 44:23
    on this nice friendly camera icon up here.
  • 44:24 - 44:30
    So, iRay is a really nice feature in Painter
    as it's a proper ray-traced render engine
  • 44:30 - 44:33
    and not like a real time preview like
    you're seeing in the actual viewport.
  • 44:34 - 44:38
    So here, we have the render
    settings all the way on top here.
  • 44:38 - 44:41
    We set this to one second
    just to make recording easier.
  • 44:41 - 44:41
    >> Yeah.
  • 44:41 - 44:45
    >> But this is where you would set how
    long the rendering time is going to be.
  • 44:45 - 44:49
    So, if you want, like, a nice good render,
    maybe set this to like 20 minutes or so.
  • 44:49 - 44:51
    >> You can see we have some noise here,
  • 44:51 - 44:54
    but you can get that away by
    just increasing the max time.
  • 44:54 - 44:55
    >> Yeah, exactly.
  • 44:55 - 45:01
    So, that's one of my favorite features of
    iRay because it's so easy to use in terms
  • 45:01 - 45:06
    of render settings because you have,
    like, one slider and that's time.
  • 45:07 - 45:09
    There isn't any like threshold craziness.
  • 45:10 - 45:15
    And then under here, under Display
    Settings, it will inherit all the settings
  • 45:15 - 45:18
    from the regular Painter mode
    because it's still in Painter.
  • 45:19 - 45:26
    So, whatever HDRI you have enabled, it's
    going to set that up for you and it's going
  • 45:26 - 45:28
    to light it properly here with
    nice shadows and everything.
  • 45:28 - 45:32
    There isn't like a setting for enable
    shadows, it's just going to do that by itself.
  • 45:33 - 45:35
    >> Because that comes built in with HDRIs.
  • 45:35 - 45:36
    >> Yeah, exactly.
  • 45:36 - 45:39
    >> So, this is where I want to
    show the FlippedNormals' HDRIs
  • 45:39 - 45:42
    because I think they're just nicer
    than the regular studio HDRIs.
  • 45:43 - 45:44
    But that's totally up to you.
  • 45:44 - 45:45
    >> Exactly.
  • 45:46 - 45:50
    So, one setting I always
    change is the clear color.
  • 45:50 - 45:54
    By default -- it seems like they're changing
    setting now, so clear color section enabled.
  • 45:55 - 45:59
    But if it's not in yours for some reason,
    then I would highly recommend enabling it.
  • 46:00 - 46:04
    It just means that there is one clean color
    in the background because the HDRIs have
  • 46:04 - 46:08
    so much stuff and when you're presenting your
    work, you really don't want any nastiness.
  • 46:08 - 46:10
    >> They don't really look
    nice for backgrounds, I think.
  • 46:10 - 46:12
    >> No, no they don't.
  • 46:12 - 46:14
    You want like probably a
    nice clean presentation here.
  • 46:16 - 46:18
    You can also change the ground
    plane where that is.
  • 46:18 - 46:22
    This is by default set to pretty
    good value, so this actually works.
  • 46:22 - 46:26
    But you could also change
    this to something else.
  • 46:26 - 46:28
    You can do like this.
  • 46:30 - 46:34
    >> Yeah. So, you know, if your model is
    properly centered and placed on the ground
  • 46:34 - 46:35
    where it should be, that shouldn't be an issue.
  • 46:35 - 46:36
    >> Yeah, exactly.
  • 46:37 - 46:41
    Then we also have, if you scroll down, we have
    our camera settings or you can click on these.
  • 46:41 - 46:44
    These aren't different -- they
    aren't like different menus,
  • 46:44 - 46:46
    they're just bookmarks to the same one.
  • 46:46 - 46:48
    So, we have camera settings.
  • 46:48 - 46:51
    You can change this to something like
    35 millimeters if you want, like,
  • 46:51 - 46:54
    a more -- less squished look for it.
  • 46:54 - 46:56
    I prefer a more 35 look.
  • 46:57 - 47:02
    And we can also change stuff like post-effects.
  • 47:02 - 47:08
    If we enable post-effects, by default, glare
    should be enabled which is quite crazy.
  • 47:08 - 47:13
    I really just hate the glare feature because
    it just makes my stuff look nasty, I think.
  • 47:13 - 47:17
    But if you want glare, you can enable
    that and have nice glare on your models.
  • 47:17 - 47:20
    >> I mean, if you're going
    for like a Mass Effect 3 look
  • 47:20 - 47:23
    on your Painter stuff, then glare can be nice.
  • 47:23 - 47:23
    >> Exactly.
  • 47:24 - 47:27
    When it comes to post-effects, I just
    prefer to do all of this in Photoshop
  • 47:27 - 47:29
    as I have so much more control over it.
  • 47:29 - 47:31
    And I think the tools there
    are just a bit nicer.
  • 47:32 - 47:37
    One thing though which is quite
    cool is we can use depth of field.
  • 47:38 - 47:40
    So, if you enable depth of field
    and when it's changed aperture,
  • 47:41 - 47:45
    now it's going to give you some
    pretty damn good 2D depth of field.
  • 47:45 - 47:45
    >> Yeah.
  • 47:45 - 47:48
    >> You can also change your focus
    distance to see where it's going to be now.
  • 47:48 - 47:50
    And now, it's not rendering.
  • 47:50 - 47:51
    This is purely a 2D effect.
  • 47:52 - 47:56
    Or we can hit control middle
    mouse button to set the focus.
  • 47:56 - 48:00
    So, we can set this all the
    way up so it blurs like crazy.
  • 48:01 - 48:03
    Keep in mind, this here is only a 2D effect.
  • 48:04 - 48:08
    If you want real depth of field, we
    first set the aperture all the way
  • 48:08 - 48:09
    down so it doesn't go crazy.
  • 48:10 - 48:13
    We disable the 2D depth of
    field, just disable post-effects.
  • 48:14 - 48:21
    And now, if we increase the aperture, now
    it's going to start blurring the render.
  • 48:21 - 48:22
    >> Pretty crazy.
  • 48:22 - 48:24
    So, this is actual 3D depth of field.
  • 48:25 - 48:26
    >> Yeah, this is quite nice.
  • 48:26 - 48:32
    This is quite noisy though, as you can see,
    because we have set it to literally one second.
  • 48:33 - 48:37
    But if you want this to look nice,
    you got to increase this quite a lot.
  • 48:37 - 48:39
    Depth of field takes a long time to resolve.
  • 48:40 - 48:44
    And as with 2D depth of field, it's
    the same hotkey for changing the focus.
  • 48:45 - 48:50
    So, Ctrl-middle mouse button for that.
  • 48:50 - 48:55
    >> Yeah. So, I think it's a really cool
    feature of iRay actually to have that included
  • 48:56 - 49:00
    because you can make some really nice,
    very cinematic-looking renders with it.
  • 49:00 - 49:01
    >> I really like iRay.
  • 49:01 - 49:02
    It's a sort of really good engine.
  • 49:02 - 49:07
    We use it for some of our FlippedNormals'
    promo shots because it's here.
  • 49:07 - 49:07
    >> Yeah.
  • 49:08 - 49:13
    >> All the stuff rendered for the promo
    shots for the fan tutorial is all iRay.
  • 49:13 - 49:15
    There isn't any fancy stuff outside there.
  • 49:16 - 49:19
    When you want to save your
    render, once it's computed for more
  • 49:19 - 49:22
    than one second, you hit Save Render.
  • 49:22 - 49:24
    And that's going to save the render.
  • 49:24 - 49:28
    I prefer to save it as an EXR file
    as I just have more control that way.
  • 49:28 - 49:30
    Bring it to Photoshop and keep editing it there.
  • 49:30 - 49:34
    Or you can share it directly to
    ArtStation if you are so inclined.
  • 49:34 - 49:38
    You can also just see up here, it's done.
  • 49:39 - 49:41
    If it's not done, it's going to say, "Not done."
  • 49:41 - 49:44
    >> Yeah. And rendering time, one
    second out of one second, so.
  • 49:45 - 49:45
    >> So, pretty good.
  • 49:46 - 49:51
    So again, the hotkey is F10 to go into iRay or
    you can click this nice friendly button up here.
  • 49:52 - 49:57
    And F9 or click it again to
    get back into regular Painter.
  • 49:58 - 50:01
    The cool thing about iRay is that
    you can really preview your model.
  • 50:02 - 50:07
    So, instead of exporting your maps out and,
    you know, setting them all up in Arnold
  • 50:07 - 50:09
    or whatever it is, you can just
    get a nice render for it there.
  • 50:09 - 50:15
    So, what I'm doing -- my workflow for this
    is I paint in Painter and I go into iRay,
  • 50:15 - 50:17
    see the result, go back into
    Painter and keep painting here.
  • 50:18 - 50:19
    So, it's a very iterative process.
  • 50:21 - 50:24
    So, this really covers pretty
    much everything you need to know
  • 50:24 - 50:26
    in order to get started with Painter.
  • 50:26 - 50:31
    There are some features we haven't covered which
    deserve separate videos like exporting out maps
  • 50:31 - 50:37
    and baking because they're just slightly
    bigger topics and they can't fit in this.
  • 50:38 - 50:40
    >> So, yeah, I think you should
    be good to go from now on.
  • 50:40 - 50:44
    If you want to see more specific topics
    covered, like maybe want us to do a video
  • 50:44 - 50:48
    on purely baking or one on
    generators or something like that,
  • 50:48 - 50:51
    make sure to leave that in
    the comments down below.
  • 50:51 - 50:51
    >> For sure.
  • 50:52 - 50:55
    >> And if you do want a more in-depth
    one that's more project-based,
  • 50:55 - 50:59
    we have our sort of more comprehensive
    introduction to Substance Painter
  • 50:59 - 51:01
    that you can grab over on the
    FlippedNormals Marketplace as well.
  • 51:02 - 51:03
    >> Link to that in the description.
  • 51:03 - 51:07
    And in the description as well,
    you'd also have all the hotkeys used
  • 51:07 - 51:08
    and timestamps for everything.
  • 51:08 - 51:12
    So, if you want to revisit this video in
    the future, it's going to be really easy.
  • 51:12 - 51:12
    >> Yeah.
  • 51:12 - 51:15
    >> And also, please share this with
    friends and colleagues and everything.
  • 51:15 - 51:15
    This is --
  • 51:15 - 51:19
    >> Anyone who's wanting to
    get into Painter, I guess.
  • 51:19 - 51:21
    But yeah, thank you guys so much for watching.
Title:
Introduction to Substance Painter - Ultimate Beginners Guide
Description:

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Video Language:
English (United States)
Duration:
51:30

English (United States) subtitles

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