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