Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
Okay, let's start our first project. The main goal in this project is to warm up
in Substance Painter and practice all the things that we learned until now and
we are going to learn so many things inside this project. So this is a very
simple and easy task to do in Substance Painter and we have this pot. This is the
steel pot and we can export it from our 3D modeling software. For example in here
I'm using 3ds Max so I can export it with FBX format and import it to
Substance Painter and work on it. But before doing this step we need to
prepare our model for Substance Painter. The first one, the first step is check
your topology. We need to check the topology and avoid any NGON on the
Subtitled by online-courses.club We compress knowledge for you!
topology. We should have just
polygon and triangle. Okay, so the second step is check your surface normal and you should avoid
from this kind of effect on the surface. So how we can solve this problem? We can use
weighted normal modifier or a smooth modifier inside 3ds max. You can also search for your
software, for example, what is the modifier which act like this, a modifier weighted normal or a
smooth. So I'm going to use weighted normals and it's going to solve our issue. As you can see
it's okay. I'm going to convert it to editable poly and the third step is to make sure our model
set on 0, 0, 0 coordinates. So these are three simple steps that we should and we consider.
inside our 3D modeling software. And let's talk about the UV because it's very important
and I'm going to explain about UV inside another software which is called
RizomLab, the perfect solution for UV unwrapping. And you can follow the structure
inside your 3D modeling software, for example 3ds Max or Blender, nothing too fancy. We are just
talking about the best and ideal situation that we should consider for the UV unwrapping.
So let's go for the RizomLab and talk about the UV. Okay now I'm going to select my model,
go to file, export, export selected, save, and in the export dialog window you are going to
check just smoothing group and turn off all the features that we have here and just press okay.
Yeah let's go for the checking.
Okay now it's time to talk about the unwrap and in unwrapping phase you need to consider a lot of things but in here we are not going to cover all the details and how we can unwrap any model.
We just need to know some tips about how to pack and how to organize our UV islands inside the UV space.
And after that we go on the Substance Painter and start our texturing process.
So the first thing is we have a 0-1 UV space as you can see and the main goal of unwrapping is to create a 2D translate of 3D model.
So this is the 3D model and we are going to create some textures for that.
So how we can apply our textures on the 3D model?
With UV we can do that, okay?
So this is a translate from a 3D model inside the 2D world, okay?
And now we need to consider some factors when we are unwrapping and we are creating a translate
to have a better translate and make sure everything is all right in texturing process, okay?
So the first thing is try to have clean and straight UV island as much as possible, okay?
So when you, for example, create unwrap from this section, okay?
You have this kind of UV island and it's better to use straight tools.
and make a perfect straight line because when you're in texturing part it could help you a lot.
Okay, so this is the first thing that we should consider and the main goal in UV packing
and the packing it means we are going to make arrangement of the location of the UV island.
Okay, the main goal in UV packing is to fill up all the space in UV space and if we have
something like this, this is the warning. But it's okay for this project because our asset is so small
and we are not in a project actually, we don't have any
and limitation on texture size or anything else and we can do this kind of packing it's okay for us
but we can fill up the space with just breaking this big uvi land to a smaller part okay like this
yeah this is the better version but the main problem is when you are breaking up
the uvi land you are just creating a seam and the seam inside texturing it means
you are going to disconnect the texture that you are using here from here and it's not a good
okay so let's create a new project inside substance painter so for doing that we can go to file
and use new okay
and in here we can select a template that we are going to use inside Substance Painter
and 99% we use ASM or Adobe Standard Material as a default template
but when you want to for example export the texture at the end for example blender
you can use blender template or for example if you are going to export to Unreal Engine
you can use Unreal Engine template but we are going to use ASM PBR metallic roughness
for 99% of the project and you can export for any software at the end when you want to export
the textures okay so this is the template I'm going to select PBR metallic roughness
and in here we can load our 3D
model. Okay so let's go press on select and I just need to select my FBX file and press on open.
So this is the path that 3D model is loading from and that's it. So we have a section
which is called project setting. We can set a document resolution for texture set in beginning
of the project. For example I'm starting with 1K but don't worry you can change this option any
time that you want during the project or even at the end when you decide to export. Okay so
the other matter that's very important is normal map format. I suggest you strongly suggest you
to use DirectX as a default.
And if you are using a specific template, for example you're using Blender, the
setting is going to be changed depending on the template. Okay, so don't worry
about that, but I strongly suggest you to use DirectX inside Substance Painter
and whenever you want to export the texture from Substance Painter you can
change the normal format very easy. It's not a big deal at all. Okay, let's go for
the UV tile. If I want to explain the UV tile for you, for this model we put all
the UV island on one UV space, right? And we explain that if we have a complex
model, for example for a bitmap, we have three different texture sets. Okay, so
Subtitled by online-courses.club We compress knowledge for you!
each texture set has different UV island. Okay, the texture set and separate UV
island and UV space, it's an old-fashioned way to texture in Substance Painter. Okay,
in modern workflow you can put all the UV space beside each other and use
UDIMs inside Substance Painter with UV tile workflow and you can paint on all
UV island and all UV spaces inside one texture set and you can manage your work
very easy and fast and work on big and high-quality assets in Substance Painter.
So, this is not...
...our feature right now. We are not going to use that. It's okay, we can skip that.
But I want to give you an idea what is the UV type.
And maybe in one project we decide to use that. I don't know.
Let's go for the project and we can decide over there.
And let's go for the import settings.
For the import settings, we don't have any camera inside our fix file, so we just skip that.
The next option in the new project window is Auto Unwrap.
It's very powerful and we are going to use that when we don't have any UV and unwrap for our model.
But for this model, we have UV, so we can skip that.
And the rest of the options here, they are not useful for us.
So, I'm going to press OK and open.
the new project in Substance Painter. Okay, now it's time to set the setting for display and the
viewport. So, for the first setting I'm going to display setting and change environment map to
something like Tomoko's Studio. Okay, and let's increase the exposure to 1 and we can play with
the environment opacity. Let's go for the Tune Mapping function and change it to ACES.
And now I'm going to change the focal length to something like 60. Okay, let's increase the opacity
and now I have a very good and clean viewport.
Okay, so
We have one texture set, as you can see, the size is 1K, we can increase it to 2K.
And let's go for the texture set setting. We have base color, height, roughness, metallic, and normal.
And now I want to add ambient occlusion channel.
And we don't have any mesh maps, and I'm going to explain you what is the mesh maps,
and what is the purpose to have mesh maps inside Substance Painter.
We just did the setting related to display, and it's okay for now.
And let's go for the shader. In the shader setting, there is nothing that I want to enable right now.
The default setting is okay, and yeah.
Let's go for the mesh maps and explain what is the mesh maps exactly.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.