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Okay, let's go and create the metal material, and because we don't have so much metal part
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in this model, we can create a simple material for that because there is no special focus
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on that.
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So, for the metal, I'm going to create a fill layer, we'll call it Base Metal, and delete
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this fill layer.
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Okay, in this fill layer, I just need color, roughness, and metallic.
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For the metallic, I'm going to increase the metallic to 1, and for the base color, I prefer
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to have something like a bronze color.
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So let's bring it up, yeah, I think it's better, yeah, it's okay.
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So this is okay for the first layer, I'm going to add a filter and in the filter section,
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I'm going to type finish rough, okay, and use this filter. So this filter can give me
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some metallic or metal surface detail, okay, and we can use the default grunge or just use custom
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grunges and for this, I'm going to use moisture noise, it's so amazing map and let's
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increase the scale grunge, okay, in here, that's it.
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Okay, so this is good and that's enough, I didn't want high AO opacity, just color,
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roughness, metal and normal. So this is for the base metal layer, it's okay, it's enough
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and I'm going to add another fill layer, which I'm going to call it a surface detail.
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Okay, that's it. And add a black mask. I'm going to use
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mask like noise or a BMV spot is good. Let's go to the mask. Yeah, we can
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increase the tiling amount, play with the contrast balance at the same time.
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Okay, that's enough. I need height and roughness value. Let's play with the
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height, for example, negative zero one. Yeah. And roughness, something like
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0.6. Yeah, that's okay. Okay. And that's it for the surface detail. And now we are going to plan
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for the details in the height and displacement. So, actually, I just want to...
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have the detail inside the circle, but if I use negative displacement for that,
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it's going to affect on the edge and it's not okay. So, let me show you. Okay, I'm going to
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add another field here, call it test, and just need to have height here, and in the paint,
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I'm going to use UV chunk and select this, and use negative. Okay, so, as you can see,
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there is so many artifacts around the edge, and my idea for solving this problem is create a mask
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for my detail and invert it, and give positive height amount to that invert mask. In this way,
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we are just keeping the surface at the default height value, and for other part,
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we are just going to push out, and in push out effect, we don't have this kind of problem.
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So...
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For this purpose, I'm going to add a fill layer, call it Mask Holder, okay? I'm going to add a suffix
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at the end. Okay, I'm going to turn off all the channel data because we don't want to
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use these channels, and I just only need the mask for this layer. So I'm going to add a black mask,
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and now I'm going to create my mask here in this layer, and with Anchor Point, I'm going to recall
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it in the top layers. So this is the way we can overcome this kind of problem. So let's create
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the details that I want for this project. I'm going to start five, that's it,
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and now we need to modify the position of this star five to here. So for this purpose,
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we need to turn off UVWrap.
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So I'm going to select none here and after that I can control the shape
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without repeat in each U or V axis. So this is the mask that we want.
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Okay, so let's add high data here to just demonstrate what we have. Okay,
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and maybe a little smaller, something like this. That's okay. And for
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other detail that I want, I need to search just stick. Okay, and circular stick is a good map
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here. Okay, I'm going to set none for UVWrap and now
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I can set this here but why I can see the 5 star it's related to the blending
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mode for the sub layers and if you have more than one layer or sub layer and
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they are overlapping together you need to change it to linear dodge so in this
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way you can see both of them so let's create the detail that I'm seeking to
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achieve okay that's it yeah it's okay
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okay so I need to increase the number of the stick here something like 40 and you
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can play with the bar length offset or any other setting that you want
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Okay, so let's decrease the bar width and that's it. So because I need the similar effect
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on this side, again, it's better to create an anchor point here,
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okay, and add a fill layer here and reload this anchor point, okay, and in this way I can
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place the detail here. So if I go down and play with the scale, as you can see, both of them
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are changing. So this is the best way to create dynamic and relate mask in Substance Painter,
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using anchor point. It's so amazing. So for loading to a star on this metal part,
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I need to create another anchor point here and I'm going to call it two star. And for this
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mask folder I'm going to call it a star because it's going to load one star that we have here
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and we create a mirror version of the star here and this anchor point has two star mask inside it.
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But as you can see, I just have one star because the blending mode here is normal.
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If I go to blending mode and change it to linear dodge, yeah, boom, it's okay. So let's create
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another fill layer, call it details, and in this fill layer I'm going to load
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the anchor point related to star and I have it and that's it. But I need to select
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the whole metal area and subtract this layer.
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from it to create that mask I mentioned before. So let's add a paint layer. In here I'm going to use
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Polygon Fill. Okay. I'm going to select this part and this part. That's it. And let's
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bring up the fill layer and change the blending mode to subtract and now we have this. So I can
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add a blur filter here and decrease the amount of the blur intensity to something like 0.1 for
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example or 0.1 and 0.5. That's it. It's better. Let's go back to the layer itself. It just has
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height data and if I increase the height amount to something like
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0.05 you can see the detail appeared here and it's okay and it's final. So this is the workflow that
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I use to create details in the metal part and now we can use the anchor point here in the detail
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section and create another layer like dirt or edge effect or edge damage or anything that we want
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and use micro detail on the generator and use these height channels data over there. So let's
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create another fill layer. I'm going to call it dirt with the color and high roughness amount
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like this and add the black mask. I'm going to add a generator the dirt.
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That's good. Okay that's it and in the macro details I'm going to use a macro height.
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In the macro height I'm going to load details mask and here because we are going to use
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a white and black data from the mask we don't have any reference channel. So everything is okay
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and we don't need to change the reference channel or other extra step. So we can play with the
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slider over here to achieve what we want. Let's decrease the dirt level. Increase
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grunge amount. Use dry planner. Yeah it's good. Grunge scale. Yeah. Edge masking.
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Okay curvature intensity.
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And I already use it most
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effective slider here.
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for the micro height. So, that's it.
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And now I'm going to decrease opacity
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of the base color. So, that's it.
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And we can increase the height amount
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to have better results here.
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So, that's it. It's okay. And let's another layer
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I'm going to call it Edge Effect
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and add a black mask. In the Edge Effect, I just need to have
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Color, Roughness, and Missile. Roughness, it should be
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on the point 1. And the Metallic
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can be go to 1. Okay, I'm going to add Generator
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Metal Edge. And in the
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Micro Detail, I'm going to turn on Micro Height. And in
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Micro Height, I'm going to use Details Mask. Okay. So,
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let's play with the AO Radius.
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AO Depth, Curvature Intensity. Okay, let's change the Curvature Type to Standard or Smooth. Yeah,
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Smooth is better. That's okay. And increase Edge Smoothing, decrease the Ground Amount,
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and decrease the Bare Level. Okay, that's it. And in here, I'm going to change
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the Blending Mode to Soft Light, and that's it. Okay, I can play with the Roughness Amount,
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and it's okay. Yeah. So, this is for the metal material, and now we have done for the metal
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and the leather. So, let's create our logo part, and after that, we are going back to the fabric
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material.
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