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www.microsoft.com
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Okay, let's start the military hat project. Before starting the process in Substance Painter,
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we need to do some checking this in our modeling tool or software. For example, 3ds Max Blender,
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it's not specific to any software, it's a general rule that we should follow.
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Okay, for the first, we are going to use displacement modeling in Substance Painter.
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Okay, so for this purpose, we need to have a clean topology, a quad topology,
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and at the most of the faces, we need a square face. Okay, so let's explain some logic for that.
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I'm going to turn on the wireframe and after that, I'm going to create some sketch here.
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So,
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whenever we have this kind of topology, I mean, this is a quad, right? But it's not a square,
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it's some like rectangle and the space between vertex is too much. So, in this way,
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after we creating subdivision and adding details, our details here,
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maybe they are in a stretch and the shape in the final model is not good. So, we are stitching
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to this type of topology, quad and square. At the most of them, it should be a square and the space
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between two vertex, it should not be the long distance, okay? So, this is the first rule.
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Clean, quad and a square topology. And even you want to use...
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other software like ZBrush for adding details, the rules are the same for that.
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So the second one is we are going to use opacity and displacement at the same time
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in the logo section in front of the hat. So we are going to use opacity for cut out the shape
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and for the displacement part we are going to push out our details. Okay, so this is the rules
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and we need to create space between the plane and the main model. Because when we are baking
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mesh maps in Substance Painter, the effect of the square should appear on the ambient occlusion
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channel in Substance Painter. So whenever we use cut out and, for example, creating logo like this...
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we can see the effect of the plane on the hat in the ambient occlusion and it's not okay for us.
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So we are going to separate object from distance and after finishing texturing process
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we can move this plane in the position that we want. So this is the main logic here for the
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model and topology. So let's move to UV. Okay, I'm going to select both of them and add Unwrap UVW
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Map and Open UV Editor. So we have a UV space, right? This square is UV space.
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So the first rule is, please, attention to these rules because it's going to affect on your quality.
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The first rule is, please, fill up all the UV space area and please don't leave any area free.
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This is the rule number one. The rule number two is, please, keep the same scale for the UV island
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that we see directly on the model. Okay, so for the parts inside the hatch, you can delete them or
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decrease the scale of the UV because we didn't see it anymore. And we are checking
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all the UV islands here are the same size. But for this plane, we increase the scale of the
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UV island. What is the reason? The reason is, this is the main focus area with the highly detailed
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part.
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So, we need more quality on the texture for that. So, we are going to increase the area for this
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space and fill up the UV space with that. And if you follow these rules, you can increase
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your quality when you are texturing in Substance Painter. Okay, for the final step, I'm going to
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add one material with the same name to these two objects. Okay, so I'm going to press M,
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open the material, and create a physical material, and name it Unitary Hat,
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and select both of them, and apply this material. So, let's create a color for that,
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so we can see if the process is okay or not. So,
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let's export the model in FBX format and going back to Substance Painter and start our process.
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So, I'm going here, export selected and I'm going to set a pass for that and after that save.
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Okay, I'm going to replace it with the original one and in the FBX export window we just need to
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have a smoothing group on. So, press okay and that's it. Before you're exporting the model,
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if you are going to work in other software for UV or editing the model, please notice that
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you need to use smooth modifier or weighted normals. So, I'm going to use weighted normal,
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it's okay and convert it to edit poly, that's it. Just a simple step or just use a smooth modifier
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in 3ds Max or in Blender. You can
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use shader smooth and auto smooth, it's good. And after that you need to convert it to editable
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poly and export it again. This is the smallest step that I forget. So that's it. In the effects
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window we need to check a smoothing group as well and okay. So we are done in 3ds Max.
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Now let's go to the Substance Painter and continue our path over there. Okay so for creating
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the project in Substance Painter we can simply click and drag FBX file in the window and the
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new project window is appear. The template should be on ASM PBR metallic roughness and the document
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resolution should be on 1k and normal map format should be on DirectX and the check
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for the compute tangent space per fragment should be on. And our model
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we didn't prepare the model in the uv tile workflow so we leave it here and press okay.
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And the model is loaded here everything is okay. For the first step we need to create our mesh
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maps. So we are going to bake mode and here due to we don't have any high poly model from other
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software we just check this use low poly mesh as high poly mesh and increase our output size
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from 1k to 4k and check on bench normal and increase antialiasing to 64x. So everything is okay
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we should just press bake selected textures and we need to wait to complete this stage and after
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that we can continue our process. Okay now the mesh maps baking is done and we can continue our way.
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For the first step after baking mesh maps I'm going to create some folders for creating categories
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and creating some kind of color ID. Okay so the first one is for the leather part,
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the second one is for the metal, the third one is for the fabric part in the top of the head,
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and the fourth one is for the logo. So
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the folder number one is for the leather, the second one is for the steel or the metal part,
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and for the third one we can call it fabric, and for the fourth one we can call it
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logo or something like that. So let's create some fill layer
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and play with the color for example red for the leather part.
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blue for the metal
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and the yellow for the fabric and the third one can be white. So let's create the mask because
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this step is so important for me and after a while it's so important for you because in this way
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you can create category and focus on that category and create your material the best material for
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that part and after that you can continue your way in the second one and the third one and the
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fourth one and again again again. So for the leather part I'm going to add a black mask and
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in the black mask I'm going to add a paint. The sub layer system in the Substance Painter is
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very good. It's very good to use because whenever I don't want this mask I can simply turn off but
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If I paint the mask into this icon or in the layer itself,
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I couldn't even turn off or play with the opacity separately.
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This is the most important thing that we should follow,
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create sub-layers.
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For the first one, I'm going to use this option,
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Polygon Fill and the Mesh Fill.
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Let's go to the Mask viewport and I'm going to mask here.
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This is a leather part,
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this one, this one, and this one.
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Here, I have another leather part.
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That's okay. Let's go back to the metal.
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I'm going to create a black mask and let's go to the Mask again.
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I'm going to create a paint layer and select this part.
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So, oh, it's not a fabric, it's a metal, so press X to invert the color
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and select again and press X to go back to the white and select the metal part.
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So, let's go to the fabric. I'm going to add black mask and add a paint layer.
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So, let's go back to the Mask viewport and I'm going to select this part.
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And for the logo, it's an easy part because I can add and select this part and even you can
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go to the Mask view to see what happened. So, press M to go back to the material mode
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and that's it. We created a color ID for ourselves.
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Fixing this issue, I mean one-sided mesh, you can come over here in the shader setting
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and press double-sided so everything is fixed right now and after creating the categories
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I'm going to set my viewport to the best setting that I want. So let's go to the display setting
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for the first step I'm going to change environment map to the Tomoko studio and I'm going to increase
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the exposure environment exposure because at the end I'm going to use ACES to mapping in the
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viewport. So for the focal length I prefer to have some focal length around 80 or 90.
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Yeah it's going to give me a good view and for the tune mapping function I'm going to use ACES.
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This is for the display and let's go to the shader setting. For the shader setting the first thing we
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should able we should turn on the double-sided option and after that I'm going to turn on
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bench normal yeah and in the displacement I'm going to increase subdivision count. The
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the main point here is if you are exporting from your software from your modeling software
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a high dense 3d model with the good topology and good amount of the vertex you didn't need
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to increase the subdivision count to 32 for example maybe 10 is good for you maybe 20 is good for you
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but in here in this case I'm going to increase it to 32 because in this way I can have
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a good displacement in the viewport. So that's it. And in the scale I'm going to set 0.05
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because this is the number that I want to use in, for example, other software like Marmstead
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Toolbag. So that's it. And it's okay for the shader and display setting. Let's check texture
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set list. Yeah, the military hat is the material that I apply on the model in the 3ds Max. So
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everything is good here. And that's it. Let's go to the set setting and in the channel I'm going
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to add ambient occlusion and opacity because every time I try to use displacement modeling
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in Substance Painter after a while I'm adding details. The details, it's like hovering
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details on the model. It's not connected to the surface and the main reason is lack of
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ambient occlusion. So every time we are using Substance Painter for texturing and we didn't
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use HiPoly version that created in the other software like ZBrush, we need to add ambient
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occlusion for ourselves and for our details in the Substance Painter. Okay and for the opacity
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yeah I'm going to use opacity as I told you before for cut out the shape over here and
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maybe some details on the hat itself. So this is the reason that I add ambient occlusion and opacity
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channel to our list and after that I'm going to create a fill layer below all the category and
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the folders and call it base layer and in the base layer
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need to turn on all the channels and leave it the default value of the
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channels itself because whenever I try to add for example metallic, roughness or
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other data in the other channels we shouldn't leave it empty at the first
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step okay so this is the reason and let's go to the next video we start with
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creating leather material in Substance
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