Finally a chill tutorial I can watch all the way through. It seems like 90% of the Substance paint tutorials out there have club music playing in a loop in the background the whole time.
I've been experimenting with Substance Painter a bit on my own but I really haven't taken the time to watch any tutorials until this video. Very helpful stuff. I was struggling to understand the difference between paint layers and fill layers, as well as the difference between materials and smart materials were. I also was struggling to use masks correctly. Now I know how to use all those tools correctly, thank you! I would say perhaps add a tutorial on how to bake or create the color maps as well as the other textures, as it feels a little random to just be like: "Grab these files you have." Regardless that's information I can find elsewhere I'm sure. Thanks!
guys if you bake your own mesh maps and they kind of turn out weird, make sure you turn up the "output size" in the common parameters of your mesh map baking settings. I was trying to figure out why my maps looked so broken and it turned out that the baking resolution was just too low just if anyone runs into a similar problem
Retepology is only done in a 3D software not substance, and baking requires two meshes. If you export the textures they will already be baked for the uv map of the object.
@@DeathxStrike18 Yes, but this video is part of a tutorial of how modeling, sculpting and texturing an Old Beer Mug, nevertheless he hasn't uploaded the video of the retopology either the baking, so that confuses us.
Man, thank you so much, really, not many people like you share your knowledge, and i was searching many tips to do in substance painter but for me is dificult to find them ... seriously man, thank you so much, you are great friend
@@mavreon by the looks of it, Im guessing its a low poly + high poly bake This can be achieved in substance so long as you have two obj/fbx files for your model. The concept is that you model your low poly version, export/save and then work ontop of that with sculpting tools to create a high poly version with details such as cracks etc etc then you export that separately as fbx/obj. Using the low poly to start the substance work file, you can then bake using the high poly mesh you created. this will create all those maps for you! I highly recommend checking out Jayanams blender -> substance tutorials he really explains the process well.
What was your process in this if you don't mind me asking? I know from other videos you modeled the base in Maya, then did a high poly in Zbrush, did you then just send your lowest sub back to Maya and Uv or did you just uv your original base? I see in another comment you said those maps were generated in substance painter, so did you combine and uv the mug in Maya so they are all are in the same texture space and just have them separated by color id's?
Hey Bryant! I always retopo the high poly to create the low-poly or in-game mesh. It’s more work for sure but in my opinion you get a better and more accurate low poly mesh. You can start your low-poly using your basemesh, but I find it sometimes cumbersome and just takes even longer. UV was done in Maya and yes, UV’s are combined into one sheet and have color ID help with easy element picking. If you have any further questions, or if you are following the tutorial and need feedback, please go to my facebook page/group and I can give you direct feedback if needed. Thanks and good luck!
TY this is best tutu out there man you are explaining it so well there is no bullcrap in her not like others the got to tell the storey and this is why we don't learn proper but you are to the point my man ty for this great tutorial and ty for being so clear about it sticks with me dor shuer and i understand it so well get notice you tutorial making people from a to b no diddle daddle just DO IT SRY NOAFANCE
if you mean normal, spec, height, etc those are basic maps that need to be done before bringing in to subtance. I mean you could make your own in Sub but it's a program meant for painting. google make normal from diffuse. there are some quick guides for that
Hey, thanks for this tutorial. I have a question, how you get the textures that you import in Substance before starting texturing? You have sculpted in ZBrush and you have passed directly to Substance, something is missing between.
You get those once you bring the model into Substance and bake the texture set. So let's say you have a low poly mesh with UV's and the mesh you sculpted in Zbrush. When you create the Substance project it asks you to point to a mesh which will be your low poly. And then you bake the textures and point Substance to your high poly for the normal baking. Sounds complicated but there's a lot of tutorials out there for it. Good luck! :)
how u exported the 7 type of texture map ? I saw u added the maps in Substance painter by Baking maps but how u exported it i don't know. Want a tutorial for exporting maps for texturing.
Thank you, this tutorial is amazing! I only have one problem (not a real problem, just a little annoyance), when I create a Smart Material from these, the smart material preview is white, and i cant find anything about this on the Internet. Does anyone knows about it?
Hello ! I'm actually at this part of the video, created my low poly model in blender, sculpted it in zbrush, and now I'm about to Unwrap it in Blender again. I just have a question for you : since the leather band was fully created in Zbrush and I have no low poly version of it, how do I process to make it low poly ? Do I need to recreate a low poly version in Blender on my low poly base mesh or do I need to do another process to do it ? Thank you a lot for your answer, awesome tutorial I learned so much in it !
What I would do (and I'm nowhere near as good as the guy who made the video) is use the retopology tools in blender - lot easier than "recreating". Retopologize a low poly mesh onto the the high-poly mesh you made in Z-brush, then delete the high poly mesh, combine the leather band mesh with the mesh for the rest of the mug, and unwrap. Something like a mug handle should take like 10/20 minutes once you get the hang of it.
Very informative. can't be more thankful! This is so helpful and I love it! Make more Stylized tutorials for Modeling and Texturing, I'm sure everyone is going to love it! Keep creating! :D
An awesome tutorial! thank you for making this :). I want to ask, how important(in relation to texturing) is it to have a world space map? This is the first time I have seen someone use it.
Would you recommend this workflow ZBrush -> Retopolgy in Blender for Gameassets? I have (and many others too) the problem that all blender base models looks too clean while your model here is kinda organic
I'm surprised at how much and how little information is out there for stylized texturing. League of Legends and World of Warcraft are worth $10 billion by themselves. You'd think, "Hey maybe we need some talent someday?" This fixed a lot of my issues in another tutorial.
So, wait - If I sculpt all of the stuff in ZBrush, I can render out the maps there and only use the Lowpoly with the baked maps in substance? I was trying to bake the maps inside Substance with the Zbrush highpoly, but my PC wasnt able to do it...but how did you render the maps in zbrush?! Thank you!
@@scribblemesh Yeha, I was trying that today and it works really good - my highpoly before this attempt was WAY to big but I got arround it and it looks very nice. thank you for the inspiration!
Hi there, when I follow the steps, each layer only seems to change the colour over the top. Curvature settings change nothing. Is this because my model is not detailed enough, has few edges?
Shouldnt use HDRI that contain color information as it causes you to compensate for the color should use white or the hdri that is being used for the scene or game project. If the object is being sold always use white hdri lighting.
Excellent tutorial man! I subbed you. Can you please make a tutorial on choosing colors/creating color variations in substance painter? Thank you for your tutorial.
I feel so old for saying that but actual "scribbling" part is like 5% of this workflow, rest of it is auto generated masks, and it makes me sad. Looks good anyway.
thats why its called "beginners", i'm sure a more in depth tutorial will be just like rendering illustrations. And so what if its auto generated masks, people also use photo bashing. Nothing wrong with using tools and shortcuts to your advantage to get the desired effect.
Hi everyone! Thank you for all the comments! Please check out my Patreon page for more tutorials and updates! www.patreon.com/ScribbleMesh
Finally a chill tutorial I can watch all the way through. It seems like 90% of the Substance paint tutorials out there have club music playing in a loop in the background the whole time.
Thanks man! This inspired me to try stylized textures in my models! I usually like the real time look but who doesn't like stylized! :)
@Ira Keanu you suck
I've been experimenting with Substance Painter a bit on my own but I really haven't taken the time to watch any tutorials until this video. Very helpful stuff. I was struggling to understand the difference between paint layers and fill layers, as well as the difference between materials and smart materials were. I also was struggling to use masks correctly. Now I know how to use all those tools correctly, thank you! I would say perhaps add a tutorial on how to bake or create the color maps as well as the other textures, as it feels a little random to just be like: "Grab these files you have." Regardless that's information I can find elsewhere I'm sure. Thanks!
guys if you bake your own mesh maps and they kind of turn out weird, make sure you turn up the "output size" in the common parameters of your mesh map baking settings. I was trying to figure out why my maps looked so broken and it turned out that the baking resolution was just too low
just if anyone runs into a similar problem
I’ve been searching for a tutorial as good as this for soo long. TY!
Please, make retopology and baking video
Retepology is only done in a 3D software not substance, and baking requires two meshes. If you export the textures they will already be baked for the uv map of the object.
@@DeathxStrike18 Yes, but this video is part of a tutorial of how modeling, sculpting and texturing an Old Beer Mug, nevertheless he hasn't uploaded the video of the retopology either the baking, so that confuses us.
Up
Man, thank you so much, really, not many people like you share your knowledge, and i was searching many tips to do in substance painter but for me is dificult to find them ... seriously man, thank you so much, you are great friend
hey man thanks for the great tut.
do you have a video on the process of creating all of those maps .. that would be REAAAAAALY great.
thank you
You can bake them all directly in Substance Painter
@@Xeronymau5 How do I go about it?
@@mavreon by the looks of it, Im guessing its a low poly + high poly bake
This can be achieved in substance so long as you have two obj/fbx files for your model.
The concept is that you model your low poly version, export/save and then work ontop of that with sculpting tools to create a high poly version with details such as cracks etc etc then you export that separately as fbx/obj.
Using the low poly to start the substance work file, you can then bake using the high poly mesh you created. this will create all those maps for you! I highly recommend checking out Jayanams blender -> substance tutorials he really explains the process well.
What was your process in this if you don't mind me asking? I know from other videos you modeled the base in Maya, then did a high poly in Zbrush, did you then just send your lowest sub back to Maya and Uv or did you just uv your original base? I see in another comment you said those maps were generated in substance painter, so did you combine and uv the mug in Maya so they are all are in the same texture space and just have them separated by color id's?
Hey Bryant! I always retopo the high poly to create the low-poly or in-game mesh. It’s more work for sure but in my opinion you get a better and more accurate low poly mesh. You can start your low-poly using your basemesh, but I find it sometimes cumbersome and just takes even longer. UV was done in Maya and yes, UV’s are combined into one sheet and have color ID help with easy element picking. If you have any further questions, or if you are following the tutorial and need feedback, please go to my facebook page/group and I can give you direct feedback if needed. Thanks and good luck!
TY this is best tutu out there man you are explaining it so well there is no bullcrap in her not like others the got to tell the storey and this is why we don't learn proper but you are to the point my man ty for this great tutorial and ty for being so clear about it sticks with me dor shuer and i understand it so well get notice you tutorial making people from a to b no diddle daddle just DO IT SRY NOAFANCE
wow nice, begins the tutorial with already 5 textures pre-made. Can you please make a tutorial for them? the model won't look as good without them.
if you mean normal, spec, height, etc those are basic maps that need to be done before bringing in to subtance. I mean you could make your own in Sub but it's a program meant for painting. google make normal from diffuse. there are some quick guides for that
Thank you very much for the very clear and easy to learn Tutorial, Respect!
I always come back here to make metal material... Really liked your way of doing it!
Hey, thanks for this tutorial. I have a question, how you get the textures that you import in Substance before starting texturing? You have sculpted in ZBrush and you have passed directly to Substance, something is missing between.
You get those once you bring the model into Substance and bake the texture set. So let's say you have a low poly mesh with UV's and the mesh you sculpted in Zbrush. When you create the Substance project it asks you to point to a mesh which will be your low poly. And then you bake the textures and point Substance to your high poly for the normal baking. Sounds complicated but there's a lot of tutorials out there for it. Good luck! :)
how u exported the 7 type of texture map ?
I saw u added the maps in Substance painter by Baking maps but how u exported it i don't know.
Want a tutorial for exporting maps for texturing.
Thank you. this is the most straight forward tutorial I've seen so far.
Man, you really helped me, now twice
Thanx you!
Thanks, this is exactly what I've been looking for. Clear and easy-to-follow tutorial @ stylized stuff. Keep it up!
good!! good!! good!! very useful!!!!
This was incredibly helpful, thank you so much!
This is so cool! Thank you very much for taking your time to do it. Hope to see more from your channel. Lovely and sweet explanation.
Thanks for this. How did you generate your textures and bake the high and low models?
Thank you, this tutorial is amazing! I only have one problem (not a real problem, just a little annoyance), when I create a Smart Material from these, the smart material preview is white, and i cant find anything about this on the Internet. Does anyone knows about it?
Hello ! I'm actually at this part of the video, created my low poly model in blender, sculpted it in zbrush, and now I'm about to Unwrap it in Blender again. I just have a question for you : since the leather band was fully created in Zbrush and I have no low poly version of it, how do I process to make it low poly ? Do I need to recreate a low poly version in Blender on my low poly base mesh or do I need to do another process to do it ? Thank you a lot for your answer, awesome tutorial I learned so much in it !
What I would do (and I'm nowhere near as good as the guy who made the video) is use the retopology tools in blender - lot easier than "recreating". Retopologize a low poly mesh onto the the high-poly mesh you made in Z-brush, then delete the high poly mesh, combine the leather band mesh with the mesh for the rest of the mug, and unwrap. Something like a mug handle should take like 10/20 minutes once you get the hang of it.
Thanks! I was stucked with my first stylized prop and you help me a lot!!
I'm delighted with this🤩
Awesome tutorial! Thank you for the knowledge!
Very informative. can't be more thankful! This is so helpful and I love it! Make more Stylized tutorials for Modeling and Texturing, I'm sure everyone is going to love it! Keep creating! :D
Is there any video that teaches you to create these maps of normal, thickness, curvature etc ... before starting the painting?
substance does it automatically
Yes, I learned a lot from this video! Thanks!
Thank you. Exactly what i needed
An awesome tutorial! thank you for making this :).
I want to ask, how important(in relation to texturing) is it to have a world space map?
This is the first time I have seen someone use it.
Excellent video. Thanks!
thank you so much!! really good tutorial and easy to understand.
How do you generate a Color ID pass as part of your FBX? I know its standard when rendering to final animation but how do you do it to model?
great tutorial, it was very helpful, thank you.
Man, that cool. Thank you.
thank you!!! It's so helpful🥺✨
Subscribed! Thank you! that was exactly what i was looking for...Great tutorial :)
Awesome video, thank you for making this.
thx for this, its very helpful for my project and looks awesome
Amazing look, thanks for the technique!!
This was pretty dope!!!
very nice dude..thanks alot
thank you so much!! really good tutorial
thank you so much. thats so cooooool !!!!
Would you recommend this workflow ZBrush -> Retopolgy in Blender for Gameassets? I have (and many others too) the problem that all blender base models looks too clean while your model here is kinda organic
Super cool thank you so much.
It`s awesome!
Thank you that was very useful!
Great Tutorial!
I'm surprised at how much and how little information is out there for stylized texturing. League of Legends and World of Warcraft are worth $10 billion by themselves. You'd think, "Hey maybe we need some talent someday?" This fixed a lot of my issues in another tutorial.
This is so helpful ty
U are amazing..
So, wait - If I sculpt all of the stuff in ZBrush, I can render out the maps there and only use the Lowpoly with the baked maps in substance? I was trying to bake the maps inside Substance with the Zbrush highpoly, but my PC wasnt able to do it...but how did you render the maps in zbrush?! Thank you!
Maps were generated using substance painter. Zbrush was only used for creating high poly. Maya was used for low poly.
@@scribblemesh Yeha, I was trying that today and it works really good - my highpoly before this attempt was WAY to big but I got arround it and it looks very nice. thank you for the inspiration!
Thanks for the video man :)
Cool tutorial, thanks for sharing your time. Can I ask, did you use Z Brush to create the actual model?
Amazing thanks
did the details of reliefs made them in Zbrush? and then you got the BumpMap from Zbrush?
are you a teacher , maybe you should teach uni lecturers how to teach.
thanks for the great breakdown
honestly really helpful
awesome!!!!!!!!!!!!!!
Hi there, when I follow the steps, each layer only seems to change the colour over the top. Curvature settings change nothing. Is this because my model is not detailed enough, has few edges?
do you create any 3d modelling paid courses?
Please visit my artstation/gumroad store under the video description. Thanks for your support.
Where did you generate the maps from
Maps were generated from Substance Painter.
And did you uv make the mug in maya or something
yes, UV'd in maya.
Nice tutorial:)
the lighting is extremely bright on one side of the mug and so dark i can barley see what i'm painting. how do i fix this?
Great!
Thank you!
thank you sooooooooooooooooooooooooooo much
Shouldnt use HDRI that contain color information as it causes you to compensate for the color should use white or the hdri that is being used for the scene or game project. If the object is being sold always use white hdri lighting.
Excellent tutorial man! I subbed you. Can you please make a tutorial on choosing colors/creating color variations in substance painter? Thank you for your tutorial.
You great!!
this was amazing,. ty so much
Thanks for sharing! Cool workflow
Hi Sir,..where did you make the texture that you imported in Substance? Thank you
thanks for the mug
HI ! can i ask you how do you rotate the light in sp ? always i try i cant ?)
Hold Shift+RMB+drag left or right.
@@scribblemesh thanks,good tutorial !!
Thanks!
bro make more video about stylized texturing in Substance Painter. if you have tell me
how did you get these deferent textures ????
nice! thanx
Very nice tutorial. But, how do we get those texture maps ?
is this based on high or low poly ? it looks more as a high poly
How he did the normal map before texturing them?
A new subscriber
When you painted in rust. Why didnt you just add a genorator using height map? It would have done it for you.
nice man can you make video on workflow maya to zbrush to painter
very nice
Hey what version of SP is this?
3D coat
from where you baked the mesh maps
Guess we now know how Rare did it for sea of thieves :D
How you create the textures maps?
Thank you for telling me really slowly
thanks~~
Retopo and bake video pls most important
The wear blure layers literally do noting for me
add fill layer not regular layer
Where's the button to hit "like" twice?
Rust ain't metallic if you're going PBR
I feel so old for saying that but actual "scribbling" part is like 5% of this workflow, rest of it is auto generated masks, and it makes me sad. Looks good anyway.
thats why its called "beginners", i'm sure a more in depth tutorial will be just like rendering illustrations. And so what if its auto generated masks, people also use photo bashing. Nothing wrong with using tools and shortcuts to your advantage to get the desired effect.