I'm glad :D I tried making trim sheets once... I gave up and decided to stick with pre-rendered stuff haha! Could not wrap my head around the realtime workflow
@@MichaelWilde3d haha that's funny. i'm just taking a trim sheet course ( ua-cam.com/video/S-T4_OIbtGQ/v-deo.html ) and it walks you through the process step by step in blender. it's been incredibly helpful. they just use quixel mixer in it, so i had to figure out the id map part cause i bought substance so this video showing how to access and use the id map helped so much!
Yes but I don't think the result is as clean? It would be cool to see a video on this workflow with the new Substance Painter. Because Im having issues where Painter create a abunch of texture sets repeating UDIMs. Will figure this out soon!
never worked in ID maps tbh, but seems pretty neat. never worked with UDIMs before just tried my but orienting overlapping shells in the texture UV set and then having a second UV set for Light baking in engine. it's lended less drawcalls but I'm left with repetition haha which isn't too bad if UV mapped correctly
Hi Michael, I follow the same steps but I didn't get the results... when I'm switching to ID from material in substance painter to check my objects... my all objects turns red, I'm not getting my different color shader ... Do you have any solution ? or I need to explain my problem more ?
Very informative thank you! In my case I'm getting clean baking and the ID map works well but Substance changed some of the colors, specially the purple ones, which I had 3 different types.... The asset has a lot of objects so It's hard to find material variations. I'm not sure if it's that or that I need to rebake with other options. I will get back to this someday.
Hi Micheal, thank you for your tutorials, I'm binge watching them right now! Nice infos and straight to the point. One question: when using Painter in production, how many UDIMS you have on a generic Prop? Something NOT considered as Hero object. And, does the number of UDIMS and resolution needed impact on the decision of using Mari instead of Painter?
Hi Marco, no worries at all! It can honestly depend wildly, if it's really small it could be just 1 UDIM, but it could also be a lot of props all published together meaning it's multiple. To answer your final question - it is really rare for just Painter to be used. I can think of maybe 2 times it's been the case for me, and that was on very quick one day tasks. Mari will always be used somehow on an asset, where as substance may not. Substance is a really powerful tool, but it's awful projections, slow handling of very large scenes and lack of cross UDIM painting (which is coming soon) just doesn't make it good enough to be the base texturing tool for VFX.
@@MichaelWilde3d Thank you! I was curious cause the beauty of having a nice solid base of procedurals, masking options and nifty tools Painter provides is fascinating, but still I always found myself jumping back into mari because of the more power it offers, node interface etc. So nice to know I'm not the only one that feels this way xD
@@MarcoStillSeasonsCattaneo Yer that's a workflow I find myself using to quickly block stuff out or get a solid base. I've noticed a lot of people (especially students) using just substance as it has much more instant gratification, but without Mari you're not going to get a job in the VFX industry. That's why I started making all these videos :)
@@MichaelWilde3d Speaking of Mari, have you had a chance to try out the new Extension Pack 5, which includes over 60 smart masks and allows you to select objects based on material ID? I'm not sure why The Foundry simply doesn't add these to the base program, as they make a serious difference in how easy it is to stay within Mari. All in all, a CG artists ideally will be comfortable using both programs.
Hi Michael, ive setup my ID colours in Maya however when I save it as an FBX and exit to substance and try baking the ID map, all the colours are white, as though ive not assigned anything. Do you know why this might be?
Hi Esper, Not off the top of my head I don’t - have you tried all the different setting variations like in my video? Also one thing I do to double check if the issue is in Maya or substance is reload that object into Maya (or whatever 3D package you’re using) and make sure the imported object has the colours.
@@jelicaorevic6430 Hi Jelica, since this was posted I have actually switched to Blender due to my class using this as default, as a result I'm not sure but I know how to do this in blender now quite easily. Sorry for not being too helpful!
Hi Michael, thanks for your tutorials! I have a question regarding the ID map. After setting up the materials and importing my mesh from Maya to Substance Painter, there happened to be several texture lists for one mesh, which is not what I want. How can I have a single texture list in Substance Painter?
The mesh you use for your project will detect the different shaders applied to it, I recommend trying to apply the same shader to the whole and reimporting that as your whole poly. That sounds like the issue you’re having, so hopefully that will fix it.
@@MichaelWilde3d Thank you so much for your response! I figured it out by preparing two meshes, one was applied with a single material to import in Substance Painter, and one was applied with several materials for bakeing colour maps. Really appreciate your tutorials!
I really like all your tutorials! i just subbed ! :) ive been struggling with this one for a while and im gonna try it soon, for some reason painter just doesnt want to pick up my vcols. Any chance you could show us the Mari version of this workflow? I learned from your mari materials tutorial that you can just select a patch and drop a material on it. thats neat but what about vertex colors? very interested to know.
Hi Ibrahim. So while I've never used this workflow in Mari, there is a node called 'Color to Mask' which lets you select a color and make that a mask which you could then use. There is also a more precise node called 'Color Range to Mask' in the Mari Expansion pack if you have that. The problem is that without Substance Painter's baking I don't know of a way off the top of my head to get that material color data into a importable texture for Mari to read to then turn into masks. There may well be one, but as someone still not overly sold on Mari's Materials just yet, if that's a workflow I want to use I often will do my base material setup in Substance then export that out to Mari to do another texturing pass after. Hope that helps.
@@MichaelWilde3d That actually helps alot! I still have so much to figure out in terms of texturing workflow and your tips really help alot! Thank you =)
@@MichaelWilde3d 'cause when we assign multiple materials in Maya, when off to SP, it separates the UVs per material and therefore color selecting wouldn't be usafeul.
Not me googling my own tutorials to remind myself how to do this...
lol XD I would do the same
amazing amazing amaaaazing...saved my Friday deadline
I was trying to figure out how to paint a trim sheet and this helped me out immensely. Thank you!
I'm glad :D I tried making trim sheets once... I gave up and decided to stick with pre-rendered stuff haha! Could not wrap my head around the realtime workflow
@@MichaelWilde3d haha that's funny. i'm just taking a trim sheet course ( ua-cam.com/video/S-T4_OIbtGQ/v-deo.html ) and it walks you through the process step by step in blender. it's been incredibly helpful. they just use quixel mixer in it, so i had to figure out the id map part cause i bought substance so this video showing how to access and use the id map helped so much!
or use (Bake to Texture color) in 3dsmax
With the latest Substance Painter release you can use a geometry mask to mask by UDIM, so you shouldn't need to use the high/low poly workaround.
Yes but I don't think the result is as clean? It would be cool to see a video on this workflow with the new Substance Painter. Because Im having issues where Painter create a abunch of texture sets repeating UDIMs. Will figure this out soon!
I usually do not leave comments but this video helped me out big time!
I have to say, it is great way to create the ID map. !!!
Nice thank you!
Thank you very much, very useful tutorial!
never worked in ID maps tbh, but seems pretty neat. never worked with UDIMs before just tried my but orienting overlapping shells in the texture UV set and then having a second UV set for Light baking in engine. it's lended less drawcalls but I'm left with repetition haha which isn't too bad if UV mapped correctly
Hi Michael, I follow the same steps but I didn't get the results... when I'm switching to ID from material in substance painter to check my objects... my all objects turns red, I'm not getting my different color shader ... Do you have any solution ? or I need to explain my problem more ?
you have any video explaining the workflow of creating a high poly and then bake to a low poly model? :)
No, since I work in film not games. I’m sure there are plenty of creators that show that on UA-cam! :)
Very informative thank you! In my case I'm getting clean baking and the ID map works well but Substance changed some of the colors, specially the purple ones, which I had 3 different types.... The asset has a lot of objects so It's hard to find material variations. I'm not sure if it's that or that I need to rebake with other options. I will get back to this someday.
Thank you.
ty very much
Hi Micheal, thank you for your tutorials, I'm binge watching them right now! Nice infos and straight to the point. One question: when using Painter in production, how many UDIMS you have on a generic Prop? Something NOT considered as Hero object. And, does the number of UDIMS and resolution needed impact on the decision of using Mari instead of Painter?
Hi Marco, no worries at all!
It can honestly depend wildly, if it's really small it could be just 1 UDIM, but it could also be a lot of props all published together meaning it's multiple. To answer your final question - it is really rare for just Painter to be used. I can think of maybe 2 times it's been the case for me, and that was on very quick one day tasks. Mari will always be used somehow on an asset, where as substance may not. Substance is a really powerful tool, but it's awful projections, slow handling of very large scenes and lack of cross UDIM painting (which is coming soon) just doesn't make it good enough to be the base texturing tool for VFX.
@@MichaelWilde3d Thank you! I was curious cause the beauty of having a nice solid base of procedurals, masking options and nifty tools Painter provides is fascinating, but still I always found myself jumping back into mari because of the more power it offers, node interface etc. So nice to know I'm not the only one that feels this way xD
@@MarcoStillSeasonsCattaneo Yer that's a workflow I find myself using to quickly block stuff out or get a solid base. I've noticed a lot of people (especially students) using just substance as it has much more instant gratification, but without Mari you're not going to get a job in the VFX industry. That's why I started making all these videos :)
@@MichaelWilde3d Speaking of Mari, have you had a chance to try out the new Extension Pack 5, which includes over 60 smart masks and allows you to select objects based on material ID? I'm not sure why The Foundry simply doesn't add these to the base program, as they make a serious difference in how easy it is to stay within Mari. All in all, a CG artists ideally will be comfortable using both programs.
Hi Michael, ive setup my ID colours in Maya however when I save it as an FBX and exit to substance and try baking the ID map, all the colours are white, as though ive not assigned anything. Do you know why this might be?
Hi Esper,
Not off the top of my head I don’t - have you tried all the different setting variations like in my video? Also one thing I do to double check if the issue is in Maya or substance is reload that object into Maya (or whatever 3D package you’re using) and make sure the imported object has the colours.
Hi Vanillatography, I have the same problem, and I cant find a solution, could you please tell me have you ever find a solution for this?
@@jelicaorevic6430 Hi Jelica, since this was posted I have actually switched to Blender due to my class using this as default, as a result I'm not sure but I know how to do this in blender now quite easily. Sorry for not being too helpful!
@@vanillatography1544 Thank you for answering me. I hope, I will find a solution for this.
thank you
Hi Michael, thanks for your tutorials! I have a question regarding the ID map. After setting up the materials and importing my mesh from Maya to Substance Painter, there happened to be several texture lists for one mesh, which is not what I want. How can I have a single texture list in Substance Painter?
The mesh you use for your project will detect the different shaders applied to it, I recommend trying to apply the same shader to the whole and reimporting that as your whole poly. That sounds like the issue you’re having, so hopefully that will fix it.
@@MichaelWilde3d Thank you so much for your response! I figured it out by preparing two meshes, one was applied with a single material to import in Substance Painter, and one was applied with several materials for bakeing colour maps. Really appreciate your tutorials!
I really like all your tutorials! i just subbed ! :) ive been struggling with this one for a while and im gonna try it soon, for some reason painter just doesnt want to pick up my vcols. Any chance you could show us the Mari version of this workflow? I learned from your mari materials tutorial that you can just select a patch and drop a material on it. thats neat but what about vertex colors? very interested to know.
Hi Ibrahim. So while I've never used this workflow in Mari, there is a node called 'Color to Mask' which lets you select a color and make that a mask which you could then use. There is also a more precise node called 'Color Range to Mask' in the Mari Expansion pack if you have that. The problem is that without Substance Painter's baking I don't know of a way off the top of my head to get that material color data into a importable texture for Mari to read to then turn into masks. There may well be one, but as someone still not overly sold on Mari's Materials just yet, if that's a workflow I want to use I often will do my base material setup in Substance then export that out to Mari to do another texturing pass after. Hope that helps.
@@MichaelWilde3d That actually helps alot! I still have so much to figure out in terms of texturing workflow and your tips really help alot! Thank you =)
🙃❤️
whats the song used in the intro?
If u don't got a udim and still want to use this method, how would u procede?
Exactly the same, it works with one Udim / texture set or multiple.
@@MichaelWilde3d 'cause when we assign multiple materials in Maya, when off to SP, it separates the UVs per material and therefore color selecting wouldn't be usafeul.
In that case I would use a project mesh with one material and have your high res bake mesh with the multiple maps! :)
Thanks, I didn't understand why ID and UDIM didn't work in Substance. Why is Adobe so stupid. Why it just can't work.
Didnt help and I wasted time