I was also thinking about that but it'll still be quite uniform in terms of how large the area is each time even if the edges aren't smooth, you know some people are going to stop there and not go the full mile.
Also it helps to understand the process of coating materials. Is it powder coated, e-coated, Anodized, Booth spray painted, or electroplated? What are the characteristics of each? Where is the coating thicker for each type (they aren't all capable of even coating)? Where is the coating the weakest and vulnerable to weathering? Once you understand that, then you can create more realistic weathering and corrosion.
I remember back in the day when you actually hand painted the textures in Photoshop and manually did overlays and masks etc. Back then it was easy to spot that one rusted metal texture from cgtextures that everyone and their granny used. :> Now you just spot smart materials. I feel old.
The two dirt brushes are definitely the go to. The mold one is also good for not just mold but a whole lot of other stuff. The dots are also good, but I also use a lot of alphas to paint masks, especially the fingerprint and palm print stuff. The square-brush looking alpha is also good for making things look like as if they were physically painted.
Also useful tip - by using F1, F2, F3 buttons, you can quickly switch between UV view, 3D view and both. Great for getting a quick look upclose on textures.
as a programmer, not a designer I like baking out the generated maps like curvature and process them with some low scale noise, before putting them back on. Smart materials are most usefull to me when I finished one object with massive stacks of procedurals and save it all to a smart material so I can keep a coherent look on multiple objects. Once all of this is done I rather use shader to get the fine differences between multiple objects in the shader.
I just wanted to bring the great point you guys made about the different stages of rust and wearing of paints. There is also the additional coats paint and use primer to consider that has different looks and principles compared to other paints
I had a painting teacher a long time ago who stressed the importance of not using paint straight from the tube but instead coming up with your own “recipe” to give your colors a more unique feel.
Apart from it giving the asset much more character and not looking so generic, I also find it much more fun to go over it layer by layer adding grunge and details by hand.
For a second I was scared, like "Oh man I do that!" And then you showed the cleaning-up and the brushing part. And then I felt at ease. "Oh man I do that!" :)
I learned this in sorta a hard way. I downloaded a ton of smart mats for an asset I was making, and just tried almost all of them on. And it never ended up lokking the way I wanted it too. So in the end I realized, that I had to do the rest of the work myself.
I also like to go over my materials to add variations. For example, rubber tire material can be used in many many places such as tire, electrical tape, cable, latex mask / gloves, military object etc. I believe it's all about creativity. People can still use the same Smart Material in countless places. They just have to know what characteristics fit the story. Also, the thing that you guys did between 9:00 and 10:00 can be also done with the help of the ambient occlusion map as well.
Great points about the item history and timeline. Lots of applicants tend to ignore this and don’t walk the item through its own history. How many kids climbed the item and where are their feet likely to land? Where will dust settle? Whats is the path of water and what dries first? Chains swing and people drop things to gouge and nick paint layers out. Well done video for making this priority.
Thanks for the advice. I think the problem is that most "Substance Painter video tutorials" tend to get too long winded in explaining something as simple as adding a smart material to a fill layer. Instead of taking things one at a time they will have 5 more layer and black masks before they tell you they are done. I think people that watch video tutorials are too afraid to point out mistakes in videos that make it hard for them use the program fully. You do not have to know how layers or blending modes work in other softer but they feel they need to explain whether you have or don't have this other software.
Fav brushes; default, dirt 2, dirt spots, mold. Painting is usually left for projecting decals. I try to do as much as I can by layering masks and save smart materials.
You guys are missing the key point which is reference. Without showing it and discussing the details everything can be arbitrary. In my experience the most common mistake is making art without a reference. Not relying purely on automatic masks. Answering questions like "how does a hydrant get old, how does the dirt build up and paint gets chipped" is the key. That's the real reason behind what You're talking about in this video.
Only beginners use what the people on this video are talking about, it's part of the learning process, and every tutorial will demonstrate this for beginners. Experience brings the things you are describing, and I can't see any point to this video at all apart from pointing the finger at people who have never used the software before.
This is kind of like the synthesizer preset vs. custom sound argument. There are hit songs where I can identify a famous sound, and some people have purchased synths just to get a specific sound. Like a preset sound, material, transition, I suppose bad art can manifest in many ways, and good art can make use of presets. I think someone with an artist's eye and mastery of Substance will create their own masks, though a smart material can be an excellent basis to work from IF you properly bake your curve maps first. Then, the smart materials are 'smart' and following the contours of your objects. The end result is what matters, and the end-user isn't exactly gonna look at a game and say, "OMG THAT IS PAINTED STEEL 21B by Allegorithmic, which was recently acquired by Adobe!"'. ;) Okay, a dev might say that but if it looks good, it looks good.
I try to avoid using smart materials (or at least using all the layers of a smart material). It’s easy enough to layer your own textures or use the standard materials and layer them that I barely see the point in using smart materials that come free with substance (unless you’re just figuring out how they work or something of course). Substance is so powerful, using smart materials just takes so much of that power out of your hands and into the hands of a boring algorithm
I love using the sandpaper brush with some tweaking for adding wear, and the default hard brush to blot metal bits in and the invert the brush and cut back the blots to create individual scratches. Dirt 1 and 2 are also great tools to use.
I learnt a new method of just creating the right "ROUGHNESS" map! Get the base colors right. It is soo important to get the base color right as we should be able to get the feel of what the object is just with the base color. The trick I learnt is just get the base color right and then export the color information to B2M, Shader Map or Photoshop and generate the roughness map from there and bring it back in Painter and apply on a fill layer with the "ROUGHNESS" channel enable and then play around with numbers! In this fashion you will have a bit more extra control over the roughness map! As you can still add on roughness effects from the base fill layers! It is just like we do in Mari! Take the necessary base textures required and drag to the roughness channel and then go on adding some additional stuff! Though a bit lengthy but really pushes your textures forward! Amazing Work! 💪
As a student , I am very glad u made this video and I managed to found it. This is really gonna be helpful for my assignments and stuffs. Thanks for this awesome video.
My favorite brush for the eraser is called Chipping from the allegorithmic site. My favorite for painting masks is anything with the Charcoals or Chalks. Sprays are very useful. Same with the Pencil brush, I use that often for very fine details. Turn up or down the opacity and flow too. Too high is typically too harsh. Other than that, I'm still experimenting
Something I still have problems with, but mostly due to lack of knowledge of substance painter on how to do what I have in mind so I switch to look alike smart material and tweak it a bit, but I definitely need to put more attention to this. Thank you for this video. If nothing else, it gave me the motivation to focus more on substance painter.
damn, you guys are so impressive. You constantly tackle things and subjects from a very conceptual and reflective side, which is so valuable and inspiring! thank you so much for all the hard work!
This video is gold, i'm going to have to make a lot of textures in substance for a scene i'm making and this gave me brilliant ideas...at least as brilliant as they can be at 4:00am
when I use metal edge wear, it always just fills the entire model, idk how to get it to go on the edges, do I need to have those edges marked as sharp? or something different
Some good information here. But I do have to say, as a game developer, for 80-90% of assets, no one cares about it's story. Also, bespoke assets for everything just doesn't work. I guess my point is, sometimes just slapping the generic procedural material on something is totally plenty good enough. As an example, I made an escape the room, with a key pad to open something, and I took the time to make it all nice, and went through the trouble to make the four numbers that make up the code be way more worn than the rest of the buttons to try and help people with the code. As far as I could tell, no one even noticed so it was a complete waste of time. I do agree that a few key hero assets should have this kind of attention paid to them, but for many of the assets in a game, it's just a waste of time.
Absolutely! This is our opinion too: If you can get away with a smart material, go for it. Treat hero assets with the attention they need and dont use smart materials as a crutch.
I agree with nearly everything except how you worded the intro. It doesn't matter if you can tell what presets they are using as if you know the programs well enough...you can always tell. You are just describing laziness or someone trying to game the system (if by applicants you mean job applicants.)
You just need to press X on the keyboard and it changes the meter from maximum white or maximum black. It only works when the meter is at the furthest extent so if it's in the middle or 70% it won't work. It's also useful in the polygon mode when you want to add and substract the selection of polygons that you want to be affected. Hope this helps !
i just know that it's great to see you guys just do stuff, i dont necessarily need substance videos, just more videos from you guys, its really chill just to see and hear you guys opinions and jokes while providing great tips and sugestions about general when it comes to broad term of arts and visuals etc. great job !!! im waiting for more
nice tutorial ! i learned so much, but i have one question the rust shouldn't be under the steel, since the rust is the steel got eaten by the oxidation ?
A lot of talk not much showing. They could have changed the parameters in mask to reduce the artificial chipping effect. 10 seconds job with better result, THEN few brush strokes where ACTUALLY needed. Slightly better than a noob, not quite a professional workflow...
they claim that beginners rely too much on smart material and mask, for their info when i started with substance painter, i didn't understand how it works or how it is, i see all these as tools for artist and we can still apply them in anyway we want
PREACH! Thank you for this. I'm an educator at an university, and substance painter has become the bane of my existence concerning student surfacers/texture artist for this exact reason! :) (I love the program tho!)
if it's a mechanical part or ground thing, Procedural is ok, but when it goes human like, creature like or trees and generaly organic and non linear stuff, hand painted is a necessity. I agree with your statement, those big movie and videogame company doesn't wan't you to be a "preset guy", but with soft like that this, it could be a norm ^^.
Hi I'm just learning Substance Painter, and I'm learning about Metal Edge Wear for my Generator. Which I'm confused because I don't see the Edge Wear effect, even when I click on alt + LMB on my fill layer, I only see black without the Edge Wear effect. Why did it happen?
But... Smart Materials are the "Make Awesome" buttons... Joking aside, I really enjoy this content as it combines the techniques required to use the software with the artist's perspective, highlighting why we study the fundamentals of design and art in the first place. Applying those fundamentals with the techniques that get taught in a class really separates people who can make 3D objects, and the people who make 3D Art. Great Video! Can't wait to see whats next! Would love to see some Substance Painter workflow videos, possibly with managing LOD's textures for games? Maybe even a Hair Card/Texturing series would be AMAZING.
Great stuff guys! Already had a solid grasp of what you went over but it was still refreshing to hear the emphasis on storytelling. I did take away the polygon fill tool though, which is amazing. Big thanks :)
A tutorial on how to paint away masks (not using the slides) would be cool. I think my main issue with texturing is having full control over where I want detail to be.
Hey guys, i was wondering if you could do a video on Low poly Models and Texturing. I personally am rather new into the whole modeling scene and i dont really dare to go too high poly, so i focus on low poly (also high to low poly baking at times), and am trying to improve that as much as i can before i continue on to high poly models. Is that a sensible aproach? is it a waste of time? What should i practice when doing low polys? Are there tips for substance painter in combination with low polys? Is it useful to begin with to use substance for LP? etc. If you have time for that i would be super interrested! :) Thanks and great video as always!
Sunachamon that’s at least how I started learning modeling. The more polygons your model has the more problems you will face, I guess. To start with low poly is a good way to understand the fundermentals of 3D. And in particular to learn edge flow and how to solve ngons. When you have a decent model with a low poly count and only quads, you can pretty easy make it high poly by adding more edges and preview smoothing it
Hi guys, I’m in my last year at uni and working on my dissertation. I’m modelling a 3D environment/set for my final project but have no idea how to use substance painter. Would be a massive help if you guys could go really into detail step by step of getting started in it including what your UVs are looking like before when you first put the asset into substance to get a sense of the layout. Would really appreciate that as soon as possible as if your able too, my deadlines coming up in a couple of months. Thanks again for all the vids :) - Will
if u do environment u really need to be good at designer and tiling materials.... depends on the size of the scene and texel density. painter is more for props/chachters
Can you import/export 3D models from other sources for example Lightwave 3d, Blender, etc. Can it be used offline or are required to be online with a monthly license subscription fee [I hate those]. I'm new to these type of softwares an am on a budget so I need something that is easy to use. Is there more tutorials? What of upgrades? How would you import/export a 3D model for use in this software an for example Lightwave 3D? An how would you save your finished painted model for use in other software? Its now on steam is this the same software? What of the cost to get the software?
ok, I got substance painter, but it's very different from photoshop. Like very different. When I began painting on a mask, all worked fine until a bit into looking at other materials, I went back and realized I was unable to paint any more. I created a blank mask, still unable to paint. What happened? I started over from scratch and so I was able to paint again, but still curious what I did wrong
I have been looking around for quite a while now finding a way to paint in Substance painter with udims however I can't figure it out how to smoothly transition between udims. Will that be included in the next Substance painter tutorial?
Hi. Thank you for the informative guidance! However, I faced an issue right off the bat which is my viewport wether it is my mesh or my map are both displayed in very small icons and the rest of the screen is black! I don't have an issue with the written size but a huge problem with the viewport display size, it's too small! Can you by any chance help me out? 🌹
please may ask a question I am from Algeria and I want to know what role of mari and substance painter i think Mari is good for skin texture and substance painter is good for metal texture
I've been having trouble accessing Steam site you mentioned [it keeps crashing not allowing access for site] how would I purchase/ how or where your Perpetual license version can be obtained? Your site doesn't show pricing of individual software to buy or how? Please reply soonest. Am still interested in purchasing.
2:36 I you would have done textures like that say.. 10-15 years ago, you would have been hired as a chief god texture artist on spot. Now it's literally 30 sec and a throwaway.
Its really good to add a grunge on subtract blending mode over the edge wear and then add another one on linear dodge. Then its much less uniform.
Great tip!
I was also thinking about that but it'll still be quite uniform in terms of how large the area is each time even if the edges aren't smooth, you know some people are going to stop there and not go the full mile.
I take it a step further and ALWAYS polish paint ALL my masks by hand using custom scratch brushes and wear/damage stencils.
Would this be done by painting the grunge on the paint layer? I'm confused on how to add the grunge over the edge wear.
@@blouko You stack more Mask Editor layers with custom grunge maps and set them to overlay/multiply/etc
Also it helps to understand the process of coating materials. Is it powder coated, e-coated, Anodized, Booth spray painted, or electroplated? What are the characteristics of each? Where is the coating thicker for each type (they aren't all capable of even coating)? Where is the coating the weakest and vulnerable to weathering? Once you understand that, then you can create more realistic weathering and corrosion.
Now if you made a video covering that I'd be terribly interested :)
I like how you dig into the actual creativity here, unlike so many tutorials out there that only show you the technique.
Directions unclear: spent 3 hours imperfecting my perfect texture
The only comment that utilises the directions unclear in an actual way and no memes
I remember back in the day when you actually hand painted the textures in Photoshop and manually did overlays and masks etc. Back then it was easy to spot that one rusted metal texture from cgtextures that everyone and their granny used. :> Now you just spot smart materials. I feel old.
Eh don't worry mate, I used that rust texture a lot back then.
lol everyone had the same rust, grass, grunge, and chipped paint textures
It wasn't that long ago that photoshop was the main tool though, so don't feel old!
@@BannedIP there's nothing stopping you from projecting and painting textures, even in Painter. :)
I think i saw a leaks texture from textures.com on one of the GTA 5 big trash trucks.
The two dirt brushes are definitely the go to. The mold one is also good for not just mold but a whole lot of other stuff. The dots are also good, but I also use a lot of alphas to paint masks, especially the fingerprint and palm print stuff. The square-brush looking alpha is also good for making things look like as if they were physically painted.
Also useful tip - by using F1, F2, F3 buttons, you can quickly switch between UV view, 3D view and both. Great for getting a quick look upclose on textures.
as a programmer, not a designer I like baking out the generated maps like curvature and process them with some low scale noise, before putting them back on.
Smart materials are most usefull to me when I finished one object with massive stacks of procedurals and save it all to a smart material so I can keep a coherent look on multiple objects.
Once all of this is done I rather use shader to get the fine differences between multiple objects in the shader.
I just wanted to bring the great point you guys made about the different stages of rust and wearing of paints. There is also the additional coats paint and use primer to consider that has different looks and principles compared to other paints
I had a painting teacher a long time ago who stressed the importance of not using paint straight from the tube but instead coming up with your own “recipe” to give your colors a more unique feel.
Apart from it giving the asset much more character and not looking so generic, I also find it much more fun to go over it layer by layer adding grunge and details by hand.
I would love to see more Substance Painter videos.
For a second I was scared, like "Oh man I do that!" And then you showed the cleaning-up and the brushing part. And then I felt at ease. "Oh man I do that!" :)
I learned this in sorta a hard way.
I downloaded a ton of smart mats for an asset I was making, and just tried almost all of them on. And it never ended up lokking the way I wanted it too.
So in the end I realized, that I had to do the rest of the work myself.
I also like to go over my materials to add variations. For example, rubber tire material can be used in many many places such as tire, electrical tape, cable, latex mask / gloves, military object etc. I believe it's all about creativity. People can still use the same Smart Material in countless places. They just have to know what characteristics fit the story.
Also, the thing that you guys did between 9:00 and 10:00 can be also done with the help of the ambient occlusion map as well.
Great points about the item history and timeline. Lots of applicants tend to ignore this and don’t walk the item through its own history. How many kids climbed the item and where are their feet likely to land? Where will dust settle? Whats is the path of water and what dries first? Chains swing and people drop things to gouge and nick paint layers out. Well done video for making this priority.
Thanks for the advice. I think the problem is that most "Substance Painter video tutorials" tend to get too long winded in explaining something as simple as adding a smart material to a fill layer. Instead of taking things one at a time they will have 5 more layer and black masks before they tell you they are done. I think people that watch video tutorials are too afraid to point out mistakes in videos that make it hard for them use the program fully. You do not have to know how layers or blending modes work in other softer but they feel they need to explain whether you have or don't have this other software.
Fav brushes; default, dirt 2, dirt spots, mold.
Painting is usually left for projecting decals. I try to do as much as I can by layering masks and save smart materials.
Neat! Thanks Ola.
You guys are missing the key point which is reference. Without showing it and discussing the details everything can be arbitrary.
In my experience the most common mistake is making art without a reference. Not relying purely on automatic masks. Answering questions like "how does a hydrant get old, how does the dirt build up and paint gets chipped" is the key. That's the real reason behind what You're talking about in this video.
Only beginners use what the people on this video are talking about, it's part of the learning process, and every tutorial will demonstrate this for beginners. Experience brings the things you are describing, and I can't see any point to this video at all apart from pointing the finger at people who have never used the software before.
You guys had the opportunity to make a "Substance Abuse" pun and it never happened and I've never felt so let down
Flipped normals allways thumb up !
There should be a "Life Saving" button. Thanks so much, FN.
Just started painter recently, glad I have the right mindset
This is kind of like the synthesizer preset vs. custom sound argument. There are hit songs where I can identify a famous sound, and some people have purchased synths just to get a specific sound. Like a preset sound, material, transition, I suppose bad art can manifest in many ways, and good art can make use of presets.
I think someone with an artist's eye and mastery of Substance will create their own masks, though a smart material can be an excellent basis to work from IF you properly bake your curve maps first. Then, the smart materials are 'smart' and following the contours of your objects.
The end result is what matters, and the end-user isn't exactly gonna look at a game and say, "OMG THAT IS PAINTED STEEL 21B by Allegorithmic, which was recently acquired by Adobe!"'. ;)
Okay, a dev might say that but if it looks good, it looks good.
when is the full indepth tutorial coming out?
Hopefully next week!
@@FlippedNormals cool thanks!
I try to avoid using smart materials (or at least using all the layers of a smart material). It’s easy enough to layer your own textures or use the standard materials and layer them that I barely see the point in using smart materials that come free with substance (unless you’re just figuring out how they work or something of course). Substance is so powerful, using smart materials just takes so much of that power out of your hands and into the hands of a boring algorithm
Same goes with using stock models and not just texturing. If you want a unique look you really have to make models and textures yourself .
The Bark brush is amazing! if used sparingly you can see a good degree of random lines and crossed "scratches". I think it has a nice pattern.
Great advice. Ty for the video.
What are your secrets fire hydrant? I must know!
I love using the sandpaper brush with some tweaking for adding wear, and the default hard brush to blot metal bits in and the invert the brush and cut back the blots to create individual scratches. Dirt 1 and 2 are also great tools to use.
I learnt a new method of just creating the right "ROUGHNESS" map! Get the base colors right. It is soo important to get the base color right as we should be able to get the feel of what the object is just with the base color. The trick I learnt is just get the base color right and then export the color information to B2M, Shader Map or Photoshop and generate the roughness map from there and bring it back in Painter and apply on a fill layer with the "ROUGHNESS" channel enable and then play around with numbers! In this fashion you will have a bit more extra control over the roughness map! As you can still add on roughness effects from the base fill layers! It is just like we do in Mari! Take the necessary base textures required and drag to the roughness channel and then go on adding some additional stuff! Though a bit lengthy but really pushes your textures forward!
Amazing Work! 💪
Obviously we will still have control over the over the roughness from the fills (beauty of painter) but it is just a personal preference!
As a student , I am very glad u made this video and I managed to found it. This is really gonna be helpful for my assignments and stuffs. Thanks for this awesome video.
My favorite brush for the eraser is called Chipping from the allegorithmic site.
My favorite for painting masks is anything with the Charcoals or Chalks. Sprays are very useful. Same with the Pencil brush, I use that often for very fine details. Turn up or down the opacity and flow too. Too high is typically too harsh.
Other than that, I'm still experimenting
I also like the dirt brushes they're pretty good in combination with the noise textures within Painter
Nice!
Yeah I love the paint mask to paint on where you want the edge detail from the curvature. Instead of it being uniform.
Something I still have problems with, but mostly due to lack of knowledge of substance painter on how to do what I have in mind so I switch to look alike smart material and tweak it a bit, but I definitely need to put more attention to this. Thank you for this video. If nothing else, it gave me the motivation to focus more on substance painter.
damn, you guys are so impressive. You constantly tackle things and subjects from a very conceptual and reflective side, which is so valuable and inspiring! thank you so much for all the hard work!
Really means a lot! Thanks for the support :)
It was really helpful. I used to do textures 100% procedurals, but thinking like this, its really more interesting than just create some generators.
You guys are the most helpful channel I've come across on UA-cam for this kind of stuff
This video is gold, i'm going to have to make a lot of textures in substance for a scene i'm making and this gave me brilliant ideas...at least as brilliant as they can be at 4:00am
They allways are)
TIP : for more variation change the brushes jitter values
when I use metal edge wear, it always just fills the entire model, idk how to get it to go on the edges, do I need to have those edges marked as sharp? or something different
Great video! Nice work guys
Some good information here. But I do have to say, as a game developer, for 80-90% of assets, no one cares about it's story. Also, bespoke assets for everything just doesn't work. I guess my point is, sometimes just slapping the generic procedural material on something is totally plenty good enough. As an example, I made an escape the room, with a key pad to open something, and I took the time to make it all nice, and went through the trouble to make the four numbers that make up the code be way more worn than the rest of the buttons to try and help people with the code. As far as I could tell, no one even noticed so it was a complete waste of time.
I do agree that a few key hero assets should have this kind of attention paid to them, but for many of the assets in a game, it's just a waste of time.
Absolutely! This is our opinion too: If you can get away with a smart material, go for it. Treat hero assets with the attention they need and dont use smart materials as a crutch.
I agree with nearly everything except how you worded the intro. It doesn't matter if you can tell what presets they are using as if you know the programs well enough...you can always tell. You are just describing laziness or someone trying to game the system (if by applicants you mean job applicants.)
Its all about doing it authentic. I take that for granted
I think we got the point, we want more technical conversation
how did u swap the paint color from black to white at 6:46?
You just need to press X on the keyboard and it changes the meter from maximum white or maximum black. It only works when the meter is at the furthest extent so if it's in the middle or 70% it won't work. It's also useful in the polygon mode when you want to add and substract the selection of polygons that you want to be affected. Hope this helps !
i just know that it's great to see you guys just do stuff, i dont necessarily need substance videos, just more videos from you guys, its really chill just to see and hear you guys opinions and jokes while providing great tips and sugestions about general when it comes to broad term of arts and visuals etc. great job !!! im waiting for more
love you way of your explaining
nice tutorial ! i learned so much, but i have one question the rust shouldn't be under the steel, since the rust is the steel got eaten by the
oxidation ?
It should be an oxidized area of the steel
I'm so addicted to your commentaries. Definitely my favorite dynamic duo. (More Painter Content Please.)
A lot of talk not much showing. They could have changed the parameters in mask to reduce the artificial chipping effect. 10 seconds job with better result, THEN few brush strokes where ACTUALLY needed. Slightly better than a noob, not quite a professional workflow...
"a lot of talk not much showing" is how I'd sum up every flippednormals video I've seen
they claim that beginners rely too much on smart material and mask, for their info when i started with substance painter, i didn't understand how it works or how it is, i see all these as tools for artist and we can still apply them in anyway we want
Great tutorial
Can you do videos about specific Texture maps in substance? Like opacity for glass or emission for light
Very good advice for a student!
PREACH! Thank you for this. I'm an educator at an university, and substance painter has become the bane of my existence concerning student surfacers/texture artist for this exact reason! :) (I love the program tho!)
Thanks for watching! It's really frustrating when people skip the hard steps, going directly to magical texture maps
if it's a mechanical part or ground thing, Procedural is ok, but when it goes human like, creature like or trees and generaly organic and non linear stuff, hand painted is a necessity. I agree with your statement, those big movie and videogame company doesn't wan't you to be a "preset guy", but with soft like that this, it could be a norm ^^.
Wow how do you see those high horse from that sky high ivory tower you're in?
Hi I'm just learning Substance Painter, and I'm learning about Metal Edge Wear for my Generator. Which I'm confused because I don't see the Edge Wear effect, even when I click on alt + LMB on my fill layer, I only see black without the Edge Wear effect. Why did it happen?
Just started learning substance painter and looking into smart materials, the timing is impeccable ^_^
Just in time when i needed this.....thanks for the video
But... Smart Materials are the "Make Awesome" buttons...
Joking aside, I really enjoy this content as it combines the techniques required to use the software with the artist's perspective, highlighting why we study the fundamentals of design and art in the first place. Applying those fundamentals with the techniques that get taught in a class really separates people who can make 3D objects, and the people who make 3D Art. Great Video! Can't wait to see whats next! Would love to see some Substance Painter workflow videos, possibly with managing LOD's textures for games? Maybe even a Hair Card/Texturing series would be AMAZING.
My instructor always said "There is no "make Star wars" button because if there was we would all be out of a job".
Awesome video. Can't wait for the full indepth tutorial. Thanks FlippedNormals!
Great stuff guys! Already had a solid grasp of what you went over but it was still refreshing to hear the emphasis on storytelling. I did take away the polygon fill tool though, which is amazing. Big thanks :)
A tutorial on how to paint away masks (not using the slides) would be cool. I think my main issue with texturing is having full control over where I want detail to be.
What hotkey did u do to paint and unpaint red mask sir, thank
Hey guys,
i was wondering if you could do a video on Low poly Models and Texturing.
I personally am rather new into the whole modeling scene and i dont really dare to go too high poly, so i focus on low poly (also high to low poly baking at times), and am trying to improve that as much as i can before i continue on to high poly models.
Is that a sensible aproach? is it a waste of time? What should i practice when doing low polys? Are there tips for substance painter in combination with low polys? Is it useful to begin with to use substance for LP? etc.
If you have time for that i would be super interrested! :)
Thanks and great video as always!
Sunachamon that’s at least how I started learning modeling. The more polygons your model has the more problems you will face, I guess. To start with low poly is a good way to understand the fundermentals of 3D. And in particular to learn edge flow and how to solve ngons. When you have a decent model with a low poly count and only quads, you can pretty easy make it high poly by adding more edges and preview smoothing it
Love your conversation style of doing tutorials. Can you maybe do one on stylised usage for Substance, compared to the realistic looking?
Hi guys, I’m in my last year at uni and working on my dissertation. I’m modelling a 3D environment/set for my final project but have no idea how to use substance painter. Would be a massive help if you guys could go really into detail step by step of getting started in it including what your UVs are looking like before when you first put the asset into substance to get a sense of the layout. Would really appreciate that as soon as possible as if your able too, my deadlines coming up in a couple of months. Thanks again for all the vids :) - Will
if u do environment u really need to be good at designer and tiling materials.... depends on the size of the scene and texel density. painter is more for props/chachters
Good info here, recently subscribed to substance and haven't really thought about many of the things you spoke so thanks!
Reference is king, thats all i have to say, nothing is more realistic then real world
Excellent! thank you!
Thanks You Very Much.That's is really Good.
How are you flipping your brush to black?
Cant wait for the substance tutorial videos!
what do you use to 3d model?
5:14 So the only way to fix such material misassignments is to use a paint tool? You cannot simply select vertices and assign a different material?
id like to see a quick video or post explaining the difference of making a smart material in Substance Painter versus Substance Designer
4:40 Good Start as I know what you are talking about there, being a person who was born in there :D
Nothing wrong with My Chemical Romance! Good info guys!
Can you import/export 3D models from other sources for example Lightwave 3d, Blender, etc. Can it be used offline or are required to be online with a monthly license subscription fee [I hate those]. I'm new to these type of softwares an am on a budget so I need something that is easy to use. Is there more tutorials? What of upgrades? How would you import/export a 3D model for use in this software an for example Lightwave 3D? An how would you save your finished painted model for use in other software? Its now on steam is this the same software? What of the cost to get the software?
wow, what a clever approach to texturing. Thank you!!
Great channel!
THANK U FOR KNOWLEDGES
Thank you for watching!
can't wait for the tutorial! Thank you!
ok, I got substance painter, but it's very different from photoshop. Like very different.
When I began painting on a mask, all worked fine until a bit into looking at other materials, I went back and realized I was unable to paint any more. I created a blank mask, still unable to paint. What happened?
I started over from scratch and so I was able to paint again, but still curious what I did wrong
its possible have the 3D model to use for follow this tutorial ? thank a lot
More videos please of painter I need to dig in and learn it!
Tutorial starts at 5:00 :)
I thought you already have a painter tutorial. will this new tutorial you speak of. it it a new s.p tutorial? great stuff
I have been looking around for quite a while now finding a way to paint in Substance painter with udims however I can't figure it out how to smoothly transition between udims.
Will that be included in the next Substance painter tutorial?
You better wait the next UPDATE in Substance painter.
Hi. Thank you for the informative guidance! However, I faced an issue right off the bat which is my viewport wether it is my mesh or my map are both displayed in very small icons and the rest of the screen is black! I don't have an issue with the written size but a huge problem with the viewport display size, it's too small! Can you by any chance help me out? 🌹
What if you're an Indie studio and you need thousands of assets but only have a few people to work on them?
Hey guys, you know you didn't really use any smart materials in the video??
Literally all i saw was a mask and hand painting materials.
wow i already know these things, awsm vdo
please may ask a question I am from Algeria and I want to know what role of mari and substance painter i think Mari is good for skin texture and substance painter is good for metal texture
I've been having trouble accessing Steam site you mentioned [it keeps crashing not allowing access for site] how would I purchase/ how or where your Perpetual license version can be obtained? Your site doesn't show pricing of individual software to buy or how? Please reply soonest. Am still interested in purchasing.
2:36 I you would have done textures like that say.. 10-15 years ago, you would have been hired as a chief god texture artist on spot. Now it's literally 30 sec and a throwaway.