If you export your high definition model you can bake normals and other maps that helps with texturing, inside substance! (You should always bake your maps in substance even without a high definition mesh, since curvature, thickness and other maps are very useful.) You should also be able to right-click on any layer to add different effects, levels etc.
Hi Boro! Really enjoying following your journey. Your normal map for the skin is probably fine but it's not displayed correctly. Painter will always take a wild stab at the color space regardless of project settings. There's a small icon inside the fill layer which let's you change the color space for each channel. "Linear" is usually correct for normals in Painter and everything else is usually fine as is.
Oh my, that's it. Thanks! I also solved it by selecting my normal map in the Mesh Maps section in Texture Set Settings - which is generally a better way to use a sculpted normal map
Good call. I was thinking that as he was talking about it. Normal maps can be so finky but a simple tweak in the settings usually fixes it unless you bake the wrong normal map for your engine to begin with. Lol Then your in real trouble. Learned that the hard way.
Thank you for another amazing video! It's so nice to see kind of the thought process and behind the scenes of your workflow. The plugin duplicating the granny so many times was VERY creepy LOL! I can't remember if you've mentioned it, but do you have plans of revisiting the grandpa and refining him with the new things you've learned?
23:22 definitely looks like a bad rash, in your theme of fear of the elderly, sick and general creeps you could put more of theses on the body in a much redder tone, would make it look a bit bloody and highten the repulsive feeling toward grandma.... Anyway you rrally are a 3d magician and I love watching you work ❤😙
It's really cool to see you struggle through all of this! It's probably best though to bake inside substance, because the converted curvature map just doesnt work as nicely as the bakes one in substance!
I wish Blenders Texture Paint Mode would be just better and with better i mean just decent enough to not have the hassle of switching between softwares.
I wish I could afford Substance painter but I will say you definitely made it more affordable me, so thank you! I did not know you could buy substance painter on steam for a one time price. Something to look forward too. True homie
I got substance after watching your video explaining the tangent warp projection f for the brushes. I also experienced a learning curve trying to get meshes to import and export to and from substance painter. It took a few days of fighting with settings but j finally figured out a Workflow that works and am really happy with it. I also agree with the other comments recommending you to bake as much as you can on substance. It's much easier and faster.
if you didn't know, you can hide other meshes that use the same material by using a mesh mask, do this by clicking the box next to a layer. You can also use I-ray (i think?) renderer in substance by clicking the camera icon above the top right of the viewport. as others have said, first thing to do in substance should always be baking all the texture maps substance uses.
I do all unwrapping and baking work in Substance. I export a low res and hi res model(FBX) with default materials applied to each piece like you did at the end. When you start the project you can auto-unwrap and then go into texture set settings and bake maps. When you bake you can choose the hi-res model and it will use the details from that to bake details onto the low-res model. Sometimes there are weird baking issues because I'm not careful about seams and I'm sure I'm missing a step or setting somewhere. My workflow is less finicky though because I usually paint over my renders so I have flexibility with messed up textures. I guess all that to say. Use the texturing software(substance) to texture and the modeling software(Blender) to model and you will likely have less issues. You could even create the procedural stuff in Designer or Sampler and have it always available in Substance.
BORO! here's a substance trick: to add darker tones in recess, add darker color as a fill layer, add a black mask to it, then right click, add generator, then select dirt in the generator list and set it up. You can change the grunge it uses or tone it entirely down to get sort of an AO and dial contrast and dirt level. If you want edge highlight, add lighter tone as fill layer, add a black mask and then a generator to this black mask but then choose metal edge wear and set it up as you like. It's super usefull to add and choose multiple level of colored "shadows" recesses or highlights and then further blend them in with the layer opacity. Also think about how setting different levels of roughness will further boost the appearance of your surfaces (duller creases, shinier bumps) Putting this kind of layers into a group and adding a mask to that group is a neat way of restraining this effect to some parts of the model (But beware you need to bake a curvature and an AO map to use those, also you can bake everything within substance and it's absolutely great and WILL fix your normals) Also I'd use max 1 or 2 texture on this kind of character. more texture sets would be useful if you have transparency somewhere or different shoes/ dress to swap during the game. So many materials, even at lower resolution, will increase your number of draw calls for nothing Source, I work as a 3D artist
if you wanna work in as little amount of apps as possible, you could try armorpaint? its not as good as substance but its free and also runs on blender so you can just import blender files and have everything show up the same way it did in blender which is convenient
This is why I really really really really prefer working in as little apps at a time as possible #MOOD. Jezz, the mood for 3D reaches peak relatability here.
If your background in Substance Painter turned black, that's a good indicator that your color management settings are wrong. Thank Adobe for introducing that. You might try going to Edit -> Project Management -> Color Management Configuration and change the color management to OpenColorI0 or whatever looks closest to what you'll be seeing in Blender or Unreal. To fix your baked normals, there are a couple of ways to go about it. In the fill layer, next to "Material" find a little drop arrow that lets you toggle on Color spaces. Then, under the normal map you plugged in, you should be able to change the Color Space output to Raw or whatever looks correct. Alternatively, you could plug your baked maps into Mesh Maps in the Texture Set Settings tab and it should look correct first go round, however you won't be able to mask out anything using that option so that's a preference. If you use Mesh Maps it'll help Substance figure out how to generate cool procedural effects like dirt, metal edges, etc. with way less effort on your end. Your project is looking awesome! Can't wait to see the finished asset!
I really love this series. Just two things. If you go into EDIT > Project configuration you can load in a new FBX without needing to create a new project. Substance Painter has a Render Mode, its that camera icon on the top.
the skin at 12:43 when your confiused why it isn`t scaling at the same scale over the whole model is beacuse the texel density isn`t consistent... this could be due to Stretching or uv islands not being the same scale compared to each other if it`stretching sometimes not using tripaner curcumvents this issue but for a character i would prefer using triplanar... also just a critique when it comes to Optimization of the model, why is the whole body modelled when 75% of it is covered by clothing i know UE5 has Nanite so Polycounts are not the biggest worry if ur using UE5 but still i would personally remove wasted polygons on my lowpoly meshes. also just bake in Substance or Marmoset if you have that it`s considerably faster like 1000x faster, otherwise i wouldn`t apply different materials to different objects ame it all one material and instead use ID maps to select specific part of the model to texture with the color selection mask inside of Substance painter
11:00 The different texture sets that you can hide and unhide are not a new feature. A mesh imported into substance will be divided by the materials you applied to it in the modeling software. So if the shoes and the dress have a different material, they will be separated in different texture sets. Be careful though, the number of texture sets = the number of materials for which you will need to export textures at the end (1 material usually = at least a normal, roughness, metalness and base color, probably also a sss texture for the skin too. So 4 texture sets = 4 material= minimum 16-17 texture maps)
As others suggested - it's actually not the DX-OGL normal map issue. It's the color space not being linear on the normal map in the fill layer. Had no idea
If you export your high definition model you can bake normals and other maps that helps with texturing, inside substance!
(You should always bake your maps in substance even without a high definition mesh, since curvature, thickness and other maps are very useful.)
You should also be able to right-click on any layer to add different effects, levels etc.
Thats what i was going to comment! Just export the high definition model and bake it + do all texturing inside Substance!
Thanks! Yep, I forgot about it again, then recalled it again, and now things work much better
Thanks a lot for the tip.
Hi Boro! Really enjoying following your journey.
Your normal map for the skin is probably fine but it's not displayed correctly. Painter will always take a wild stab at the color space regardless of project settings. There's a small icon inside the fill layer which let's you change the color space for each channel. "Linear" is usually correct for normals in Painter and everything else is usually fine as is.
Oh my, that's it. Thanks! I also solved it by selecting my normal map in the Mesh Maps section in Texture Set Settings - which is generally a better way to use a sculpted normal map
Good call. I was thinking that as he was talking about it. Normal maps can be so finky but a simple tweak in the settings usually fixes it unless you bake the wrong normal map for your engine to begin with. Lol Then your in real trouble. Learned that the hard way.
Thank you for another amazing video! It's so nice to see kind of the thought process and behind the scenes of your workflow.
The plugin duplicating the granny so many times was VERY creepy LOL!
I can't remember if you've mentioned it, but do you have plans of revisiting the grandpa and refining him with the new things you've learned?
23:22 definitely looks like a bad rash, in your theme of fear of the elderly, sick and general creeps you could put more of theses on the body in a much redder tone, would make it look a bit bloody and highten the repulsive feeling toward grandma.... Anyway you rrally are a 3d magician and I love watching you work ❤😙
Those eyes are frightening
My favorite series to follow on youtube
INSANE creature design bro but don't the eyes look too loose in the socket?
Yeah eye lids missing.
lik it~superb uploading! fellow- 💪
It's really cool to see you struggle through all of this! It's probably best though to bake inside substance, because the converted curvature map just doesnt work as nicely as the bakes one in substance!
I wish Blenders Texture Paint Mode would be just better and with better i mean just decent enough to not have the hassle of switching between softwares.
So thats why 3d models come with underwear. I see, I did not want to, but I see.
Also are you guys still in estonia? Were you able to go home yet?
Had an actual nightmare after watching, very effective character design
I wish I could afford Substance painter but I will say you definitely made it more affordable me, so thank you! I did not know you could buy substance painter on steam for a one time price. Something to look forward too. True homie
I got substance after watching your video explaining the tangent warp projection f for the brushes. I also experienced a learning curve trying to get meshes to import and export to and from substance painter. It took a few days of fighting with settings but j finally figured out a Workflow that works and am really happy with it. I also agree with the other comments recommending you to bake as much as you can on substance. It's much easier and faster.
You definitely done well creating this character… scared to look at her eyes
if you didn't know, you can hide other meshes that use the same material by using a mesh mask, do this by clicking the box next to a layer.
You can also use I-ray (i think?) renderer in substance by clicking the camera icon above the top right of the viewport.
as others have said, first thing to do in substance should always be baking all the texture maps substance uses.
I do all unwrapping and baking work in Substance. I export a low res and hi res model(FBX) with default materials applied to each piece like you did at the end. When you start the project you can auto-unwrap and then go into texture set settings and bake maps. When you bake you can choose the hi-res model and it will use the details from that to bake details onto the low-res model. Sometimes there are weird baking issues because I'm not careful about seams and I'm sure I'm missing a step or setting somewhere. My workflow is less finicky though because I usually paint over my renders so I have flexibility with messed up textures. I guess all that to say. Use the texturing software(substance) to texture and the modeling software(Blender) to model and you will likely have less issues. You could even create the procedural stuff in Designer or Sampler and have it always available in Substance.
BORO! here's a substance trick: to add darker tones in recess, add darker color as a fill layer, add a black mask to it, then right click, add generator, then select dirt in the generator list and set it up. You can change the grunge it uses or tone it entirely down to get sort of an AO and dial contrast and dirt level. If you want edge highlight, add lighter tone as fill layer, add a black mask and then a generator to this black mask but then choose metal edge wear and set it up as you like. It's super usefull to add and choose multiple level of colored "shadows" recesses or highlights and then further blend them in with the layer opacity. Also think about how setting different levels of roughness will further boost the appearance of your surfaces (duller creases, shinier bumps) Putting this kind of layers into a group and adding a mask to that group is a neat way of restraining this effect to some parts of the model
(But beware you need to bake a curvature and an AO map to use those, also you can bake everything within substance and it's absolutely great and WILL fix your normals)
Also I'd use max 1 or 2 texture on this kind of character.
more texture sets would be useful if you have transparency somewhere or different shoes/ dress to swap during the game.
So many materials, even at lower resolution, will increase your number of draw calls for nothing
Source, I work as a 3D artist
if you wanna work in as little amount of apps as possible, you could try armorpaint?
its not as good as substance but its free and also runs on blender so you can just import blender files and have everything show up the same way it did in blender which is convenient
Best series on UA-cam and loving the consistent uploads!
Looks great Boro!
This is why I really really really really prefer working in as little apps at a time as possible
#MOOD. Jezz, the mood for 3D reaches peak relatability here.
The I/O nightmares... still, if it avoids purchasing hyper expensive softwares, I'm all for it...
🥃
Export a Hig Poly mesh and a LowPoly base mesh. Then bake in substance and invert the y channel.
If your background in Substance Painter turned black, that's a good indicator that your color management settings are wrong. Thank Adobe for introducing that. You might try going to Edit -> Project Management -> Color Management Configuration and change the color management to OpenColorI0 or whatever looks closest to what you'll be seeing in Blender or Unreal.
To fix your baked normals, there are a couple of ways to go about it. In the fill layer, next to "Material" find a little drop arrow that lets you toggle on Color spaces. Then, under the normal map you plugged in, you should be able to change the Color Space output to Raw or whatever looks correct. Alternatively, you could plug your baked maps into Mesh Maps in the Texture Set Settings tab and it should look correct first go round, however you won't be able to mask out anything using that option so that's a preference. If you use Mesh Maps it'll help Substance figure out how to generate cool procedural effects like dirt, metal edges, etc. with way less effort on your end. Your project is looking awesome! Can't wait to see the finished asset!
I really love this series. Just two things. If you go into EDIT > Project configuration you can load in a new FBX without needing to create a new project. Substance Painter has a Render Mode, its that camera icon on the top.
You do have to apply modifiers most of the time if you want to avoid errors
the skin at 12:43 when your confiused why it isn`t scaling at the same scale over the whole model is beacuse the texel density isn`t consistent... this could be due to Stretching or uv islands not being the same scale compared to each other if it`stretching sometimes not using tripaner curcumvents this issue but for a character i would prefer using triplanar... also just a critique when it comes to Optimization of the model, why is the whole body modelled when 75% of it is covered by clothing i know UE5 has Nanite so Polycounts are not the biggest worry if ur using UE5 but still i would personally remove wasted polygons on my lowpoly meshes.
also just bake in Substance or Marmoset if you have that it`s considerably faster like 1000x faster, otherwise i wouldn`t apply different materials to different objects ame it all one material and instead use ID maps to select specific part of the model to texture with the color selection mask inside of Substance painter
Hi nice Introduction I know more about blender and Substance, I saw you use laptop to do the 3D, can you let me know what's the model and spec?
You can't do a project without side projects, right? Lol
i find baking in blender ass and just do it in painter
Oh yeah, that small tweak to the eyes definitely helped a lot, I feel like.
11:00 The different texture sets that you can hide and unhide are not a new feature. A mesh imported into substance will be divided by the materials you applied to it in the modeling software. So if the shoes and the dress have a different material, they will be separated in different texture sets. Be careful though, the number of texture sets = the number of materials for which you will need to export textures at the end (1 material usually = at least a normal, roughness, metalness and base color, probably also a sss texture for the skin too. So 4 texture sets = 4 material= minimum 16-17 texture maps)
Thank you for the info! But yeah that's what I meant: I said my Grandpa model only had one material. Maybe it was later in the video
@@BoroCG yeah I noticed you mentioned it a couple minutes later. Great progress by the way, I love to see you figure out this workflow!
the issue you’re having with the normals is the y (green channel) is inverted.
As others suggested - it's actually not the DX-OGL normal map issue. It's the color space not being linear on the normal map in the fill layer. Had no idea