The reason I like creators like you is because we can literally feel your love for the craft. Thank you so much for this tutorial. Subbed you with notifications turned on. :)
05:40 Just as a heads up: The Community Materials stuff does not work in the Steam version of substance, since the steam version is a "pay once" purchase.
Great to hear! I just releases a premium course covering all the necessary tools to learn the software, it is on my site in case you want to check it out> www.abeleal3d.com
I have been searching for a tutorial for this process. This is the best one by far, no bs to the point, clean information. Thank you so much. Would love to know about vertex painting stuff too. I think it would be simple to use id maps or 3-4 materials rather than masking. What is the better workflow? Why did you only use 1 material? Do you still need to uv unwrap with id maps?
yes but not all pipelines will allow that process. nowadays with nanite you can do this but if you are doing a game for Mobile or VR then you might not be able to apply this workflow. That is why it is important to know multiple workflows to adapt to multiple pipelines
@@endizero yeah as long as it is not meant to be deformed it could work. But again you gotta keep in mind optimization for render time. Even in animation you can't just have millions of polygons for the sake of it, they need to serve a purpose
Can you elaborate on how the orientation is set for the wood. I have an element that is screwed up and some faces are in the right direction and some are wrong
Yeah of course. Once you create the layers in substance you can change the orientation in the properties tab. Now this can be avoided by having them oriented properly from the uv stage. In Maya I like to orient them horizontally with the layout tool
@@AbeLeal3D i guess they are apart of the same mesh. Because i used a mirror modifier so when i select one mesh when adding mask the whole thing is selected. Maybe i should apply the modifiers or split them up somehow?
Thank You , very helpful as usual ! May I ask one thing , I do have une UV set with different material there , so sometimes when I paint one detail it goes on the next one and when you erase it from that next one it erasing also from the first - is there the way to fix it or not for now ?
@@AbeLeal3D But I know that it is not suitable for commercial use (for example, using it in a game to be published). In other words, we are using Adobe's licensed products, and a lawsuit may be filed, right? Actually, I just installed the application, and I don't know how to use it correctly. Maybe you can help me about this
@@youtubekullanc3553 im not sure what you mean by not suitable. this is directly from theier FAQ: You can modify, create derivative work of the Substance 3D Assets, and distribute or sublicense them, as long as it is incorporated into a Larger Work (the Substance 3D Assets is not necessarily modified but you include it into a larger piece of work e.g. in video games) or into a Modified Work (the Substance 3D Assets has been substantially modified). In any case, you can't share or sell a Substance 3D Assets on a standalone basis. For more information on this, please check your license agreement. so you should be totally safe to use the assets within your projects, as for learning the software, here is a link to a complete premium course :) www.abeleal3d.com/courses/SPBM
This model is not available but I think it is a great exercise to model yourself, don't you think? Barrel are great ways to apply proper topology and uvs, try doing one yourself ;)
I was expecting one little add on to the detail... since the wood you have shown is kinda old and dilapidated, theres no way your logo stamp would be so crisp and intact... You should have erased your logo with a scatterbrush procedurally to show that the branding has also suffered a little dilapidation... just a thought...
thank you so much i was wondering how i could create less materials and have different parts of the object with different textures. all the tutorials i saw were using 10 materials ....
Every material you create will usually have the 4 common maps (normal, diffuse, roughness and metallic) If you have an object that has multiple materials you can either have all of them in a single uv set generating less maps. Or have 1 material per object which will have more mapa but more control. It really depends on what pipeline you are working with but one way to deal with the amount of materials is using something called UDIMs. Now if you mean layers within substance then that has to do with the procedural nature of the software so yes you will have more layers but also more control. I hope i got the question right
Thank you for for teaching me about UDIMs I didnt know what they were and I had a problem where i whould have many diferent materials for each diferent texture @@AbeLeal3D
well today is your lucky day, cause i do have a video explaining the ins and outs of the uv process. this one is in maya but it can be repurposed for any software, the principles are the same. Enjoy! and help us with a sub if you havent already ;)! ua-cam.com/video/ClN-J32G_Uc/v-deo.html&ab_channel=Abe_Leal3D
Great tutorial, thanks! I created a free new PBR material layering add-on in Blender that I believe could do all the same things done in this tutorial. It's a bit unknown at this moment because it was only recently published, so I'm looking for people to test and review it. Would you be interested in taking a look at it?
The reason I like creators like you is because we can literally feel your love for the craft. Thank you so much for this tutorial. Subbed you with notifications turned on. :)
Thanks so much 😊
Both your skills and personality are great, subscribed, cheers from Italy :)
Welcome aboard! Thanks for the support
Yesterday I opened this software, now I know it all! Thank you man!
If you have mixed vertical UV and Horizontal uv islands, just duplicate material, mask it and rotate the grain
Add fill->turn off everything but Ambient Occlusion->add Ambient Occlusion map->set layer to multiply.
Texture below it
This looks amazing! Thank you for all the tips :D
05:40 Just as a heads up: The Community Materials stuff does not work in the Steam version of substance, since the steam version is a "pay once" purchase.
No, it does work! I use it all the time and I have the steam version too.
These videos are crazy helpful!!! Thank you so much!
thank you it was really helpful
Glad to hear it!
Lots of good tips in this video thank you!
This video really helps me out with Substance Painter as a beginner. Thank you so much!
Great to hear! I just releases a premium course covering all the necessary tools to learn the software, it is on my site in case you want to check it out> www.abeleal3d.com
I have been searching for a tutorial for this process. This is the best one by far, no bs to the point, clean information. Thank you so much. Would love to know about vertex painting stuff too. I think it would be simple to use id maps or 3-4 materials rather than masking. What is the better workflow? Why did you only use 1 material? Do you still need to uv unwrap with id maps?
Thank you so much, this is really help me so much!
I wouldn't recommend doing UVs in substance painter. There are much better options like Headus UV layout.
yeah totally agree, auto uvs are not that great and the best thing is to do them in a dedicated DCC
Thanks!
You are Welcome!
Which UV you prefer Maya or Blender
I like both but I have been using Maya for longer so I usually do them there
Thank you, useful information :3
Glad it was helpful!
since it was a prop/ let make it abit high detail by use decimation mesh . unwrap it in RizomUV . and throw it to substance. can we?
yes but not all pipelines will allow that process. nowadays with nanite you can do this but if you are doing a game for Mobile or VR then you might not be able to apply this workflow.
That is why it is important to know multiple workflows to adapt to multiple pipelines
can it work in animation?
@@endizero yeah as long as it is not meant to be deformed it could work. But again you gotta keep in mind optimization for render time.
Even in animation you can't just have millions of polygons for the sake of it, they need to serve a purpose
Can you make a video on rigging topic Rigging like a character model
yes of course! we can do that
@@AbeLeal3D I am Confused Mostly in Paint weight in maya
Can you elaborate on how the orientation is set for the wood. I have an element that is screwed up and some faces are in the right direction and some are wrong
Yeah of course. Once you create the layers in substance you can change the orientation in the properties tab.
Now this can be avoided by having them oriented properly from the uv stage. In Maya I like to orient them horizontally with the layout tool
@@AbeLeal3D i guess they are apart of the same mesh. Because i used a mirror modifier so when i select one mesh when adding mask the whole thing is selected. Maybe i should apply the modifiers or split them up somehow?
@@AbeLeal3D maybe i can share you the blender project
@@CTde110 yeah share I on discord
Thank You , very helpful as usual ! May I ask one thing , I do have une UV set with different material there , so sometimes when I paint one detail it goes on the next one and when you erase it from that next one it erasing also from the first - is there the way to fix it or not for now ?
Yes you can! you can change the properties of the brush to only paint on uvs instead of tangent wrap, it should be on the properties section
Is the barrel available to download?
No but we have a video on how to make it> ua-cam.com/video/XhGmb2_g-hs/v-deo.html
Can you make a video on baking low poly and high poly mesh in substance painter?
we cover that quite extensively in the premium course, but you can also check the video i did on the Chest series
i think the model is too smooth in the normals, can apply creases/auto smooth about 60degrees to fix that. but really nice
Can I use comunity assets if I bought SP on Steam?
yeah community assets should be available to everyone
@@AbeLeal3D But I know that it is not suitable for commercial use (for example, using it in a game to be published). In other words, we are using Adobe's licensed products, and a lawsuit may be filed, right? Actually, I just installed the application, and I don't know how to use it correctly. Maybe you can help me about this
@@youtubekullanc3553 im not sure what you mean by not suitable. this is directly from theier FAQ:
You can modify, create derivative work of the Substance 3D Assets, and distribute or sublicense them, as long as it is incorporated into a Larger Work (the Substance 3D Assets is not necessarily modified but you include it into a larger piece of work e.g. in video games) or into a Modified Work (the Substance 3D Assets has been substantially modified). In any case, you can't share or sell a Substance 3D Assets on a standalone basis. For more information on this, please check your license agreement.
so you should be totally safe to use the assets within your projects, as for learning the software, here is a link to a complete premium course :) www.abeleal3d.com/courses/SPBM
dont u get finger pain?
Sir can you share the model file for the practice
This model is not available but I think it is a great exercise to model yourself, don't you think? Barrel are great ways to apply proper topology and uvs, try doing one yourself ;)
Thanks
I was expecting one little add on to the detail... since the wood you have shown is kinda old and dilapidated, theres no way your logo stamp would be so crisp and intact... You should have erased your logo with a scatterbrush procedurally to show that the branding has also suffered a little dilapidation... just a thought...
Yes, totally valid feedback, a little extra damage could make the logo look more integrated.
thank you so much i was wondering how i could create less materials and have different parts of the object with different textures. all the tutorials i saw were using 10 materials ....
Every material you create will usually have the 4 common maps (normal, diffuse, roughness and metallic)
If you have an object that has multiple materials you can either have all of them in a single uv set generating less maps. Or have 1 material per object which will have more mapa but more control.
It really depends on what pipeline you are working with but one way to deal with the amount of materials is using something called UDIMs.
Now if you mean layers within substance then that has to do with the procedural nature of the software so yes you will have more layers but also more control.
I hope i got the question right
Thank you for for teaching me about UDIMs I didnt know what they were and I had a problem where i whould have many diferent materials for each diferent texture @@AbeLeal3D
The Uv skills made me jealous ive just auto unwrapped etc. I don't even know how to learn the logic for unwrapping like you did in like 2 mins. HALP
well today is your lucky day, cause i do have a video explaining the ins and outs of the uv process. this one is in maya but it can be repurposed for any software, the principles are the same. Enjoy! and help us with a sub if you havent already ;)! ua-cam.com/video/ClN-J32G_Uc/v-deo.html&ab_channel=Abe_Leal3D
Great tutorial, thanks!
I created a free new PBR material layering add-on in Blender that I believe could do all the same things done in this tutorial. It's a bit unknown at this moment because it was only recently published, so I'm looking for people to test and review it. Would you be interested in taking a look at it?
sure that sounds cool! send me a dm in discord and i will be happy to try it out
To fast for me