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so here we are
and I'm gonna talk a little bit about
our preparations for
substance painter
if you don't want to render this in substance painter
then you can kind of forget this
but I do want to so I'll show you how
and yeah important thing to do is
if you have your model
you 1st want to apply these modifiers
so I'm gonna apply my
bevel and apply the subdivision surface
and
yeah I'm not going to have a high poly
and low poly in this case
so it's not gonna be game ready let's say
but for this animation it will broke great
I want to select the edges here
here on top and on the bottom
then click control E and Mark cm
now if you go to UV editing
and select everything with a
then click on U
to unwrap your model
you will see that you have a nice UV unwrap
and you can start to texture this
very cool the same is for this piece here
so go back to layout select this
I think everything looks fine
maybe I want to add one extra edge loop here
but yeah let's go and apply our modifiers
if you think two is a bit too much
you can always go to one
and then just apply it
and what you have here is
a very messy blue looking like blue lined looking model
just select everything with a
then
make sure you're the mean BEFA wait is to zero again
so when you normally do this very clean
you don't really want to do this
you want to have a low poly and a high poly
but in this case
we just want to make a cool looking animation
so I don't want you guys to worry too much
about the other stuff
but let's just go and make this quite simple for us
I'm gonna select this part here
so select this whole edge loop
it's like this edge loop
same on this side
this whole edge loop
contour E Mark seam
let's go to our UV editing
select everything with a U and unwrap
now we have this unwrapped and our spheres unwrapped
and we can start to export them
so always make sure you save your files
before you export and all that stuff
so save s I'm gonna save it
and then I can start to export these so file export
you can do it as oba J or FBX
so make sure you only do this selected object
so I want to
only have the one that I have selected right now
which is my platform
so I'm gonna save it as a platform export
and also our sphere
inside substance painter you can open a new file
new and select one of your models
so I'm gonna do the platform right now and click on OK
so here we have our platform as you can see
and I would like to add a material
I'm just gonna do a smart material
just very simple
let's put on the steel painted
and you can see that
it doesn't really resemble what we can see down here
why is that that is because none of our masks
which are in here are working
because we need to have
some of the masks like here the edges damages
we need to know the edges of our model
right the program needs to know the curfature
so how do we do this
very simple you just go down here
mesh maps and we can start to bake our mesh maps
I'm gonna put my output size at like 2048
and use my low poly mesh as high poly mesh
in this case we don't need to add a high poly mesh
because we don't have a low poly and a high poly
so this will be just whatever we need
then click on bake
and we can see that our bake is starting
so now we are baking all of these maps here
and you can click on okay
and you can see that our material
our smart material is working way
differently than the bus before
so now this is up to you
to really play
around with all of these options inside here
you can go into the curfature
for instance and play around with the balance
and there are so many more options what you can do
and then you of course just export your textures
so file export textures
and here you can choose
which textures you want to export
so config is quite important
you just choose a configuration which
yeah kind of works since a blender
so we have a metal rough works and blender
spec gloss also so yet choose one of these
I think in this case I chose metal rough
so then export it and you can
import them inside blender
I of course already explained all of this
but this is kind of what I did with these models
and in the next part
I will explain to you how we create this animation
so see you guys there
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