I followed the tutorial entirely, this was my absolutely first time going through the process of unwrapping, baking and texturing. Thanks to your great explaining I managed to get a flawless result!!! Thank you a lot!!!
Wow, last night I was marveling at how easy and useful the ink dropper is and now I see it can be used outside of the painter window entirely, it just gets better and better.
Hello guys, sorry it's been quite a while since I made this tutorial and I was just informed by someone that the google drive link was no longer working. I updated it in the description. If you have any trouble let me know on the ChamferZone Discord which you can also find as a link in the description. Cheers, Tim
Thanks heaps for this mini tutorial. I'm not a beginner but being self-taught, there are some big gaps in my learning that these videos helped fill! I very much appreciate it and look forward to supporting you and your videos more.
i was following this tutorial from start to learn and understand substance painter in particular but got to knew few tools for 3ds max as well . in substance painter though some of the materials and smart materials were missing from my version i still manage to achieve a decent output . Thanks Tim
Hi ChamferZone, thank you for this great tutorial, it made me really progress, I was able to arrive until the start of backing and after that it's just the normal and ao which are functional yet, I had put the right coordinates.
Subscribed! Awesome teachings, thanks a lot. I always thought Substance Painter was hard to learn... I was so wrong, since it works almost like photoshop! Thanks a lot for this. I can say for myself that there is no better way of mastering something than to share our knowledge with others. Good luck on your new channel
+Macebo Obecam Hey Macebo, I missed your comment but now that I see it: Thanks for your feedback! You are right, Substance Painter is basically Photoshop in a 3D space and I love it :)
I had a question. looking the first grenade video i notice that many poly you let them non quad. So when you have to make them quad and when not? everyone alway tells me that have quads it is almost a law.
Thank you good sir! Glad you like it, yeah substance painter changed a bit in its UI and got a few new features but the basic idea is still the same : )
Don't forget! If you do not like the current wear and tear you applied just click on the "Random" button under seed to see it re-generate in different variations! Awesome tutorial as always.
Subscribed!! I learned a lot on this tutorial. Very well made, very well taught, and put together video. Great work, man. Thanks a bunch for teaching me things I didn't know.
This was a great video showing us noobs what one does.. we may not have learned how to do this ourselves alone by watching it.. but its a fantastic video to get us familiar for when we watch the next video about doing teh same thing.. everything wont be foreign to us. I look forward to watching more videos of yours. Thanks for sharing.
Hello Cristopher! Thanks a lot for telling me that and sorry for the late reply, it's been an insanely busy week. I know what you mean, I remember good when I started I followed one guy's tutorial creating a glock and I had an awesome result with it but I also felt that I can't just create another pistol right after that. However instead of taking on to that I was doing a few smaller props and after just doing a few few it was amazing to see the progress made ini huge steps. I think the same applies to anyone. This tutorial back then was also a huge inspiration for me to do the same now 10 years later with my own tutorials :) Cheers, Tim
Yeah, kinda the same here, I didn't create a grenade when i followed this tutorial but instead i made something else, but because of that i wouldnt just copy everything but learn how its done and I think because of that I learned a lot from this tutorial. Sometimes i don't know how to maybe unwrap some complex shapes in the uv editor but I think thats really the only thing where this tutorial lacks. I think for the rest these videos show how its done and you can actually put it to good use on other models. But I think with everything in live, you just have to train a lot and eventually you get better. Really looking forward to the next videos, I think I can still learn a lot from you!
Yep, one has to learn how to use the tools first before they can build a house. Knowing to build a house is one thing.. but if you dont know how to use the tools properly then itll be a bad house. So thats why im just watching these videos first.. Im not trying to do any of it.. I like to let myself become familiar with terms and all the many options you click. Once I watch enough and find myself guessing correctly what the authors next move is.. then Ill try it on my own. btw what are UVs? I hear them all the time within Unreal Engine.. and I tried Googling to get an exact defintion of what they are but cannot find it anywhere. is an abbreviation? or are they just like x,y,? like an axis that is?
Yes the unwrapping in this tutorial was pretty short to be honest but that's just in the nature of it being a small object. The AKM tutorial for example has hours of unwrapping in it. In the end that's really all you can do .. unwrap until you get the hang out of it what matters. The more you practice it the more natural it will come.
Hi Christopher: the UV space is the later texture. If you open up the uv editor you'll see that you have two coordinate boxes at the bottom. That's why it's called uv editor i.imgur.com/5YBfguH.png :)
Hey everyone, important note for those who follow this tutorial with Substance Painter 2.x. Some of the generators and materials used here in the tutorial have been removed by Allegorithmic. I am not sure why they did it but the good news is that you can still get them through the Substance Share website. First thing I did after installing SP2 was adding them all back (only takes 3 minutes). Installation guide here: i.imgur.com/i9H8RMy.jpg
+ChamferZone After I bake the textures, my model doesn't look like yours. The one in your video looks like the edges are sharp on the mesh, and mine are very smoothed out for some reason.
+ChamferZone I accidentally downloaded the wrong obj file, I now have it correctly baked. The only problem left is the Steel Scratched smart material doesn't appear the same as yours. It may be to the version difference, but I cannot find the "Steel Scratched" anywhere
Brilliant ! Never had the time or space to figure this all out by myself. Thanks to your video i can actually start learning the deeper meanings of life within creations ;) Thank you Chanfer Zone man
Great two parter tutorial, you were very succinct and efficient with how you went about everything. Liked how it was intermediate level and you just got stuck in, set a few new shortcuts for myself and will be using a few modifiers and tools a little differently Subscribed, and your next tutorial sounds even better, I'll be sure to pick it up. Cheers
Tim, I have a quick tip! When you punch out a hole to make the left ring adjacent to a barrel (I don't know what it's called), no need to delete 2 opposite polygons and bridge each edge 4 times, one by one. You just have to select the 2 opposite polygons and bridge them. Boom! That's it. Skip through the whole process in 1 move. :D
Hi Zaparine! Thanks a lot mate for pointing that out. That is a very good point and often I find myself watching some tutorial things I recorded and thinking.. well damn I could have made that easier in retro perspective ;D By the way zaparine, much appreciate your comments here in the channel! You been here from the first day pretty much and that's great. Do you have artstation or something? Cheers, Tim
+ChamferZone I don't have ArtStation or anything. I'm a medical student and have to study hard so I only do 3D stuff in my free time (which I don't have much lol). But 3D is my passion. Do you still remember me? I'm Map from Thailand. Nice to talk with you! :D
Ohhhh ! Yes of course I remember you. I just didn't know you are the one behind the zaparine account here : D Nice talking to you as well. You should join us on Discord mate discord.gg/HBtXrD7
Hey Tim, Thank you for sharing this! Finished my first clean model thanks to you and no go ahead with your extended knife toturial on Gumroad. Lets see how much awesome stuff i can further learn from you. Greatings!
Hello Piotr, sorry very late reply. That notification does not show anymore in the new SP versions. You can just carry on without it. If you want to export an AO map then you have to add that to the map channels as an extra channel.
sorry for my English, I use google translator I understand that this is a tutorial to show how to use the tools of substance painter, but one thing confuses me... How long I had to carry a grenade to it so peeled off the paint! New grenade take out of the box before the fight, then cast it in battle and no grenades))) And this grenade is probably favorite, or serves as a mascot fighter, if he carries around a few years)))
Hi Максим Машинистов, Sorry I haven't seen your message. I think I know what you mean.. a grenade that would be carried around that comes fresh out of the box would not have so much wear and tear on it. That is certainly true. However in video games this is often a bit exaggerated just to have more of an interesting object to look at. Also like you were saying this is a texturing tutorial and it's all about how to apply those kind of effects to our object. You could always lower the amount of wear by having less intensity on the generators. Hope that helps! :)
Hello SEEN, don't worry about it. You probably have Substance Painter 2. It's different there. The AO will get automatically generated in the background there and export without any problem later. Or do you have the old Substance Painter?
Hi Danilo, thank you! Appreciate it, mudflakes and a rally car? Well I can only say at that point that I have a vehicle tutorial planed for this year :-) Mudflakes sounds to me like something you could do with some procedural materials in Substance Painter but I don't have a full tutorial breakdown for that at hand. Once you start playing around with the procedural materials some more you will get more innovative to use them for all sorts of looks.
Great tutorial. I've been having some trouble with baking my normals and was wondering if you could help me. Baking the normals at the boundary of a cylindrical edge causes these weird oscillatory patterns to appear in the normal map, causing awful looking edge artifacts. What are the possible causes of this? Thanks in advance!
Subscribed, excellent tutorial. I have a quick question, Why is the difference between substance painter and mari ? Which is better and which is easier to learn ?
+iplaybose Thank you! I wish I could give you a better answer to that but I haven't gotten around to work with Mari yet. My opinion is that if you are good with Substance Painter you will probably find it easy to also work with Mari, so my advice would be to get really good with one program first. As far as game production goes I am very comfortable with SP and I don't feel like I am missing anything here. Mari lets you export with a higher resolution which makes it more suitable for movie production then SP. However the developer from Allegorithmic confirmed that support for 8K textures and UDIM is on their road map, to make it more versatile in that field. I definitely want to look into Mari one of these days to see how exactly it compares. Cheers!
Hello ChamferZone. I am inspired by your gun models and I am trying to make some myself. Instead of 3dsmax , I use blender because it is free. Do you think that 3dsmax is worth it, or should I stick with blender. Also, what is the max number of vertices that you should have on a gun models?
Brilliant tutorial, Can I ask, is there a reason why you only self occlude? for example, when you are baking the AO, why do you not change the common parameter to Match - Always, instead of Only by Mesh Name, to get AO from every part instead of just self occlusion within each part?
Hi Sam ! Thank you and that is a good question. For the most parts I got into the habit of doing that because the AO doesn't play much of an importance anymore ever since PBR era. Due to the physically based rendering you would just let the engine handle all the lighting, reflection etc based on the metalness/roughness information on our texture. Adding an AO map to the material once we have it in the engine would mess with that. The only reason I bake an AO map is because some of the generators we are using in Substance Painter uses it to generate some cool effects. Due to that I rather have it on each single element then combining it to the whole mesh. I hope that makes sense but that's the reason behind it.
very good tutorial you show very well I have done all the tutorials but i have the problem with baking the map they stop at 42 percent can you help me please
Got lost at 28:30. I cannot see the text colour masking from the ID mask, well it's very faint so I know it's there. But, I just can't use the ID mask as you have done. I've imported an alpha to do the same but just wondering if anyone knows where I went wrong. Cheers.
Hello Stephen ! Yes unfortunately that is something that ever since Substance Painter 2.0 got broken as a feature and never repaired. Its a shame. What I would recommend is to just bake without the floaters and make a black and white mask in Photoshop with this text on that exact UV spot (you gotta save out the wireframe of your uv texture for it in the uv editor). Then just use it as a "bitmap mask" in painter to color it.. OR you can use the new text tool they recently added to painter which is what I would do now if I redid that tutorial.
I can't find the text tool in the most recent app. I've checked the release notes too here www.allegorithmic.com/products/substance-painter/release-notes. Great tut BTW. Very helpful. What I'll do for now is flatten the normal out and then use a mask made in PS until I can find the text tool. I'm using 2.6.0.
Hey Stephen! After 2 hours of playing with it i found a solution. At first, when you go to color selection to select the text, the ID Mask shouldnt be color map, but thickness map. Then that will unfortunately reveal not only the text but some other parts, but thats okay, just create a mask, and with the paint tool just go over the text. Then just move the Text group under the Metal Elements group, otherwise when you grunge the text, you will grunge some parts of the metal elements group as well. And then you have your perfect text. 2 hours of sweat, tears and swearing, haha. Yes, i know, you're welcome :)
Exactly, what I done. Think it only took me an hour and a half though ;) Check the result here if you've time at the bottom of this page. You can't see the text part though after all that. It was my first go at SP, all thanks to you it was made easier. Rendered in Corona 3dwannab.portfoliobox.io/products
+Роман Акулич Hi Роман, it's really tough to say why your normal map shows up black without actually seeing your scene in 3Ds Max. Your high-poly model needs to be perfectly aligned with the low-poly model and not outside of it which is the only thing I could imagine why it's not working. You could also try to reset x form all your geometry in 3ds Max and bake again. That often fixes things.
Is the purpose of adding the high poly mesh to get around having to uv it or does the high poly version need to be uv'ed as well? Because its extremely hard to uv some of my high polys.
Hello, you never have to unwrap your highpoly for video game art. We only use it to project the details onto our unwrapped lowpoly. Take a look at the video that I just posted here on the channel. A full episode about unwrapping :)
may sound like a stupid question but ive never been good at unwrapping, but once you finished everything in Substance Painter and export it how do you get the textures to apply to both low and high poly models back in 3ds max. Not sure if i missed it but after you bake the textures how do you apply the textures for the high poly model, not sure if this is correct but after baking the textures is the model your working on the high poly model.
Hello Declan, the highpoly model does not get any texture at all. It's just needed to "bake" the information down to the normal map which then wraps as a texture around on our lowpoly. Resulting in a look that appears to be highpoly. That is the whole reason why we have to do it. So bottomline, only the lowpoly gets textured.
oh okay thank you, i understand now, im still knew to all texturing based work and thank you i appreciate it for the videos ive understood more in the last week than ive been taught in the last yearat uni :/ :D
oh okay thank you, i understand now, im still knew to all texturing based work and thank you i appreciate it for the videos ive understood more in the last week than ive been taught in the last yearat uni :/ :D
This certainly is a great tutorial. I followed it to completion last year, and learned a lot from it. However, I've been away from Substance Painter for a while and wanted to remind myself of a few things. However, this time round, at around the 29 minute mark, where we pick the color from the ID map to expose the text on top of the 'spoon', Substance Painter keeps hanging. When I click 'pick color' it exposes the ID map on the 3d model and the UV map, but when I click the text, nothing happens and I just get the 'spinning wheel mouse cursor' and Substance Painter becomes unresponsive. I am using Substance Painter 2. Not sure if this makes any difference. I'm not sure if other people are experiencing this as well.
Guess I should have checked the Allegorithmic forums first. Seems like it's a known issue in SP 2.6 - forum.allegorithmic.com/index.php/topic,16694.0.html There is a workaround, well not really a workaround, but just something to make sure of until Allegorithmic patch it. Just make sure your TextureSet size is the same size as you chose during the baking phase. In this case, 4096. This way it will work.
Hi Bob, yes sadly the ID map thing became a bit buggy with the 2.0 release to the point where I don't even make any use of it anymore. I just mask everything now (as also seen in the video) and they also have a text tool in there now which we can use to type right on top of the spoon for example.
I'm having some issues man. I have my low poly FBX and high poly OBG, both names properly with that rename objects tool, and when I follow the baking textures step, the normal, ID, ambient occlusion and thickness maps are all missing. My low poly mesh also doesn't change at all. HELP! lol anyone please
Hello Gunjan, the rendering part is a whole world to its self. I do have a paid tutorial out for exactly that in which I explain my whole workflow for making renders in Marmoset: gumroad.com/l/SzALX Marmoset is definitely my #1 choice.
Hi, Phsygoboy, is that the one I use in the beginning? Either way, doesn't really matter. Just take any chrome looking material or steel for the fuze and the ring part. It's essentially the same result. Just make sure to make it really shiny with the roughness slider. It might be they got rid of that material because in 2.0 they have a whole set of new steel and metal materials.
Just going through this tut & the Platinum material you use isn't in Painter 2 or on the Share website! Can you maybe post a link to it or upload it in you files? In Painter 2 only Platinum Pure is available & there are no versions on the share website. That's also the same with the Steel Scratched as yours has all the scratch parameters but in Painter 2 it's just a bitmap. Thanks for the great tuts.
Hello Stevie, I don't have Substance Painter 1 installed anymore. You mean the chrome material I use for the ring and the fuse? You can really just take any chrome looking material. Metal or Steel. All it takes is putting the roughness down to make it as glossy as the one that I use in the tutorial here.
+OverNightGaming Yes, I noticed that when putting an obj as lowpoly into substance painter it can cause strange dark "spots" in certain areas. Those spots look a bit like the normal map has some issue or the curvature baked wrong but in reality it's just the obj messing it up. Importing an FBX doesn't have those errors and is also the best format for lowpoly meshes in general. Almost every engine uses it.
+OverNightGaming It would probably also bake fine if you exported a highpoly FBX but I'm used to taking an obj as a format for that. FBX comes with a lot of bells and whistles if you look in all the options it has. Sometimes that can also lead to some issues here and there. In contrast to that I like the obj exporter simplicity where you have all export settings within one small window. It also exports very quick which is nice.
Excellent tutorial. Wish I had some of these programs. Quick question. I have the standard 3DS Max 2016(No outside plugins.) and Photoshop CC.. We did a 3D model of a solar panel. We unwrapped it at 1024x1024, and we have a 4474x1222 .tif image. What can we do in order to be able to scale the image down to the 1024x1024 uvw map without loosing quality(Image comes out blurry.).... Or is there a better way to render out the uvw template to a larger size than 1024x1024?
+MrCervantesent Hi! Sorry for the late reply. Yes there is no way for you to fit 4474x1222 on a 1024x1024 format unless your solar panel texture is tileable. So that's what I would suggest you to do. Take your 4474x1222 image and make it tileable to fit on a 1K format. Also always keep your images 512x512, 1024x1024, 2048x2048 or 4096x4096. Those formats are the ones you wanna be using unless you have non square texture formats. Here is a tutorial I found that you may wanna have a look at on the topic of creating tileable textures www.obsidiandawn.com/creating-seamless-textures-in-photoshop-tutorial Cheers!, Tim
+FPstyle1 Hi FPstyle1! Yes, the highpoly is essential for the baking process. Think of it sort of in a way as your baking form that has a bunch of details on it, then you put your dough in it (the lowpoly), put it in the oven and when you look at your "baked" goods (our support maps) it has all those nice details on it. Haha, okay it's a bit far fetched the comparison but yes it's essential to have!
Hello Kurt that means you applied 5 different materials to your individual objects in 3dsmax (on the lowpoly) Make sure to assign one material to all your elements and then try that. It should come in as one with the name you gave it in max. :)
Well we told Substance Painter to bake it in the baking dialog. That resulted in several maps being added to the texture sets and one of them is the Normal Map yes. But you'll have to bake it first.
Great tutorial. I have a question though. Im using the newest version of Substance Painter and I cant figure out how to do the ambient occlusion layer. It doesnt add it automatically when i click the +
Hi Chris, thanks!, I just checked and the way it works now is that it automatically exports the AO. Some of the export options like Unity and UE4 don't export an AO map so what you want to do is just put the "Document channels + Normals + AO" setting for export. That'll give you AO :)
Hey man, I have been playing around with Substance Painter some more and i'm really liking it so far. But I have run into a problem. Nothing happens after I've baked my model in Substance Painter, I still see my low poly, instead of my high poly model. Do you potentially know how to fix this?
Hi! great tutorial, but i have an issue trying to bake normal map. i use 3ds max 2014 and textools, but i don't have chamfer plug-in and instead i used quad chamfer. i followed your tutorial from part 1 step by step but when i'm trying to bake normal map in substance painter 1.7.1 the normal map is totaly black.
+Milo Spadotto Hi Milo, thanks for your message and sorry for the delayed answer! Quad chamfer is perfectly fine to follow along so that shouldn't have caused the issue. Try making a copy of your 3dsmax scene and perform a reset x form on all your meshes. (low and highpoly) If anything does a crazy transformation then you know what you have to fix. In that case you can just go through every single mesh and press reset x form and then you just have to make sure that everything aligns properly. The low and highpoly must be aligned 1:1. That should fix it for you hopefully.
+ChamferZone Thank you for answering me! ;) I'm really stressed about this, since i cannot make it work! i applied reset XForm command to low poly: nothing changed. then i applied Utilies>>Reset XForm to the high poly model and also here, nothing seamed to change. I decided so trying to import the high poly into substance painter and, after appliying the "remove XForm" command, the c_high's and d_high details rotation changed. I return to the high poly in 3ds max and i discover now that if i delete the xform comand previusly those mesh will rotate as they do in substance. at the end i've tried to fix the rotation problem applying the xfrom from "x" shurtcut key on my keyboard and search reset XForm manualy. Applying the command from there, it resets completly the coordinates and now it looks perfect! (also exported in substance.) but when i try to bake the textures the Normal , ID, Ambient Occlusion and Thickness maps are rendered black :'( I dunno, I tried everything but it's always black! Maybe if i send you the 3dsmax file, you can notice my mistake? Sorry for my messy english! And thank you again for your patience! I really want to learn, i love all this!
+Milo Spadotto Hey Milo ! Yes absolutely no problem. You can zip me your scene and send it to me. I'll look into it. :) You can transfer it to me through my facebook chat as a message: facebook.com/chamferzone
+Incbyakya byakya The ID Color map gets baked in Substance Painter based on the naming convention we apply at the end of the modeling part. As long as you follow the parameters that I show here in the baking part it should work perfectly fine. If you tried it with a cube it's probably so that the cube doesn't have any other geo that the color ID would assign a color to. Every object that we define in the naming convention will get its own color for the grenade.
+ChamferZone yes, your model works fine, i was speaking about some deafult cube with high poly copy of it. Tnx for answer, i'll watch your first lesson.
i have the same problem. cant get color info for all froating geometry like text on top of the spoon. have same name for spoon and text but that didnt work :( normal map baked without any problems with all details.
Hey i actually fixed it, so dont worry. I have another question. When i get to the part with the text when i select "add mask with color selection" and then "pickcolor" the text doesnt appear on the additional map, why is that? Thanks
sorry, I didn't see your second question and yes that is something that doesn't work that way anymore in Substance Painter 2 (sadly). So what you can do instead is using the Alpha Text tool that it now comes with. Makes the whole process much easier too!
great tutorial but i have a stupid question :( i wish u answer me if i want to render the high poly grenade in 3D Max with the exported texture from substance painter what can i do ???!!!!! because we unwrap the low poly only !!!
Hello Ahmed, thank you and there are no stupid questions. Well the highpoly model is only for baking information down on our lowpoly. So it has no UV information on it. It's not meant to be .. if you wanted to texture the highpoly you would have to unwrap it too.
Thanks for the tutorial, not sure if its me but the new substance painter i just bought doesn't seem to have the platinum material you were using and the additional parameters? where did you download your materials from? :)
+Emma Williamson Hi Emma, that is true. Unfortunately Substance Painter 2 either renamed some of the materials or just replaced them with something else. In case of the platinum I'd recommend to just pick any of the other metal materials that have the same kind of look or reflectance. You could also try to look up the "substance share" library. If I have the time I'll go through this tutorial here and add text descriptions of which materials can be used now. Also .. the mask builder is now called mask editor when you get to that but essentially still does the same.
+ChamferZone Thanks alot! i think i have a semi workaround. I navigated to my old steam substance painter folder for version 1 and copied the smart material i needed to the c:/documents/substance painter 2 shelf directory so will try to follow as best i can that way :) The only other issue i had was a weird bake with a small spot in my mesh but its barely noticeable, but I'm certain thats an issue in max (I'm messing with 2017 at the mo).
+Emma Williamson Hi Emma, good work around! Hmm that spot issue sounds familiar, is it a black spot? I had it before and the only way to get rid of it is to export the lowpoly as fbx and not obj. But I suppose that's what you did? If not you can send me a screenshot and I'll see what it could be. Cheers, Tim
+ChamferZone The low poly is fbx did not change the settings so maybe i missed something and the high poly is obj. I have screenshots here where you can see the weird shading in max. This is being caught in the bake and is noticeable in the AO, Curvature and normal map. Its not a big deal as you don't really see it much being on a small spot but would be nice to know what the culprit is. Perhaps one of my settings when doing the chamfer? i found that if i want the curve in the high poly its very dense in the corners almost like an overlap and i cant reduce that or it will look too hard edge. I'm also very new to smoothing groups so this was educational for me, perhaps i didn't do that right, I'm used to the standard subdiv workflow and adding in edgeloops where needed for hard surface. imgur.com/a/nVCp0
Hey man, I think quixel suite is excellent. I also have both and you can definitely have great results with either of them. At the end of the day we use Substance Painter for Production and I just got very used to it. It's also nice to have it as a stable standalone software that's separated from Photoshop and comes with its own integrated baking tool and at the end I save out one easy to access file. On a downside of Painter: it's still having some flaws like for example that it's bad for adding text and shapes which quixel is certainly better for thanks to Photoshop but a) I can just jump in Photoshop and save a mask out and bring it back to Painter and b) they are going to add that in the near future from what I hear. So bottom line: both are great but I rather roll with Painter because I work with it on a daily basis (at work and private projects) and feel like i know it inside and out.
+BerSerX Hi and sorry for the late reply. You can definitely bring anything into blender as far as I know. I don't know if Blender can display PBR though which is what Substance Painter is all about. For best results you should drop it into marmoset or any engine such as Unreal 4 or Unity.
Great tutorial, I've got one question. I see that most people use Substance Painter as a tool for 3D models that are used in games. But can I also use it for animation purposes?
+YoCazure The maximum texture resolution is 4k - which may or may not be low for the your animation purposes. In film & VFX, Mari or Quixel Suite is more in use.
+YoCazure Hi YoCazure, thanks! 8K support is being worked on by the allegorithmic devs so it's just a matter of time until we can export ultra high resolution textures. In the meantime Painter is ideal for video game purposes.
Nice to see that others use similar workflow as well :D I know i already aked but are you going to also show model presentation phase? Its quite important as well. Thanks
hi! great tutorial, i´m taking up learning susbtance painter and i have one question. the software when it is baking the ambient occlusion from the high mesh, it takes me a lot to calculate it. so i would like to know if there is some way to avoid waiting so much time. (sorry for my writing im not native speaker english).
Hi cadvideos, glad you like the tutorial! So to answer your question yes... absolutely. You can bake AO maps in 2x2 anti aliasing which will make it MUCH faster. It'll still take a while to complete but 8x8 or 4x4 will take hours and the quality loss is so minimal that I always bake in 2x2 now. SOi... AO and Thickness both in 2x2. All other maps 8x8. Make sure to bake in two different passes. Also put the Secondary Rays up to 256 on the AO settings. Better result!
No problem and yes for future tutorials I point that out more with the long baking times for AO and Thickness map. You aren't the first who was getting stuck there. :) Thanks for watching the tut !
+vasya vasilyev Hi Vasya, sorry for the late reply. There is an export option for vray in Substance Painter so I would think that whatever maps come out of that you can just plug into Vray. I don't use Vray myself so I can't really comment on how exactly to do that.
+The Infamous Did you export the low poly as fbx and the highpoly as obj? Maybe you got it mixed up and you named the highpoly the lowpoly. I say that because the only time I ever get that message is when I load in a mesh by accident, that has no UV information on it. (we unchecked Texture Coordinates in the OBJ export options for the highpoly).
+ChamferZone no i mean im a complete noob and this is my first proper model lol. I dont know the simple steps like does the mesh have to be alligned with low poly mesh, does it have to match scale etc?
+The Infamous Great to hear it's your first model. To answer your question, yes absolutely! The low and high poly need to be aligned one to one as we have it at the end of the modeling part. During the baking process substance painter looks at your meshes and if they are not aligned then it won't be able to project any information from high to lowpoly. So, it sounds like they are out of place. You can always go back to 3DS Max and put them back in place so they align. To make sure it's 100% aligned you can just turn of the highpoly modifiers such as turbosmooth and chamfer and then "snap" the meshes together and once that is done you put the modifiers back on.
Dude, you are brilliant.
Your tutorial is pure gold, great job!
I followed the tutorial entirely, this was my absolutely first time going through the process of unwrapping, baking and texturing. Thanks to your great explaining I managed to get a flawless result!!! Thank you a lot!!!
Wow, last night I was marveling at how easy and useful the ink dropper is and now I see it can be used outside of the painter window entirely, it just gets better and better.
Hello guys, sorry it's been quite a while since I made this tutorial and I was just informed by someone that the google drive link was no longer working. I updated it in the description. If you have any trouble let me know on the ChamferZone Discord which you can also find as a link in the description. Cheers, Tim
Thanks heaps for this mini tutorial. I'm not a beginner but being self-taught, there are some big gaps in my learning that these videos helped fill! I very much appreciate it and look forward to supporting you and your videos more.
+lukeagex Thanks for letting me know! I am glad you like my work and I appreciate your support !
i was following this tutorial from start to learn and understand substance painter in particular but got to knew few tools for 3ds max as well . in substance painter though some of the materials and smart materials were missing from my version i still manage to achieve a decent output . Thanks Tim
Took me two full days to get through these on 50 percent speed, but was totally worth it! Thank you so much, keep up the great work
Awesome man, glad yo liked it! Will produce more stuff soon!
Hi ChamferZone, thank you for this great tutorial, it made me really progress, I was able to arrive until the start of backing and after that it's just the normal and ao which are functional yet, I had put the right coordinates.
Got yourself a new subscriber. I'm quite good at modelling but suck at texturing. Needed this tutorial badly. Thank You!
+Leondaniel82 Thank you for your feedback Leondaniel, glad it helped!!
Subscribed! Awesome teachings, thanks a lot. I always thought Substance Painter was hard to learn... I was so wrong, since it works almost like photoshop!
Thanks a lot for this. I can say for myself that there is no better way of mastering something than to share our knowledge with others. Good luck on your new channel
+Macebo Obecam Hey Macebo, I missed your comment but now that I see it: Thanks for your feedback!
You are right, Substance Painter is basically Photoshop in a 3D space and I love it :)
One of the best tutorials i have ever seen!!! :D A hug from Argentina!
awww gracias! Appreciate it man! :)
I had a question. looking the first grenade video i notice that many poly you let them non quad. So when you have to make them quad and when not? everyone alway tells me that have quads it is almost a law.
Hey Jaime, I'd like to point you to this post I wrote that will answer this question in depth: forum.chamferzone.com/viewtopic.php?f=3&t=9
one of the best tutorials for substance painter :)
Thank you good sir! Glad you like it, yeah substance painter changed a bit in its UI and got a few new features but the basic idea is still the same : )
Don't forget! If you do not like the current wear and tear you applied just click on the "Random" button under seed to see it re-generate in different variations! Awesome tutorial as always.
Awesome tutorial, gave me a much better idea on how to use Substance Painter and learned a few new tricks in 3ds Max too. Thanks!
+Harald Schipper Thanks for your feedback Harald. Happy to read that!
Subscribed!! I learned a lot on this tutorial. Very well made, very well taught, and put together video. Great work, man. Thanks a bunch for teaching me things I didn't know.
+ReplicA63 Thanks for your comment, I really appreciate it !
This was a great video showing us noobs what one does.. we may not have learned how to do this ourselves alone by watching it.. but its a fantastic video to get us familiar for when we watch the next video about doing teh same thing.. everything wont be foreign to us. I look forward to watching more videos of yours. Thanks for sharing.
Hello Cristopher! Thanks a lot for telling me that and sorry for the late reply, it's been an insanely busy week. I know what you mean, I remember good when I started I followed one guy's tutorial creating a glock and I had an awesome result with it but I also felt that I can't just create another pistol right after that. However instead of taking on to that I was doing a few smaller props and after just doing a few few it was amazing to see the progress made ini huge steps. I think the same applies to anyone. This tutorial back then was also a huge inspiration for me to do the same now 10 years later with my own tutorials :) Cheers, Tim
Yeah, kinda the same here, I didn't create a grenade when i followed this tutorial but instead i made something else, but because of that i wouldnt just copy everything but learn how its done and I think because of that I learned a lot from this tutorial.
Sometimes i don't know how to maybe unwrap some complex shapes in the uv editor but I think thats really the only thing where this tutorial lacks. I think for the rest these videos show how its done and you can actually put it to good use on other models. But I think with everything in live, you just have to train a lot and eventually you get better.
Really looking forward to the next videos, I think I can still learn a lot from you!
Yep, one has to learn how to use the tools first before they can build a house. Knowing to build a house is one thing.. but if you dont know how to use the tools properly then itll be a bad house. So thats why im just watching these videos first.. Im not trying to do any of it.. I like to let myself become familiar with terms and all the many options you click. Once I watch enough and find myself guessing correctly what the authors next move is.. then Ill try it on my own.
btw what are UVs? I hear them all the time within Unreal Engine.. and I tried Googling to get an exact defintion of what they are but cannot find it anywhere. is an abbreviation? or are they just like x,y,? like an axis that is?
Yes the unwrapping in this tutorial was pretty short to be honest but that's just in the nature of it being a small object. The AKM tutorial for example has hours of unwrapping in it. In the end that's really all you can do .. unwrap until you get the hang out of it what matters. The more you practice it the more natural it will come.
Hi Christopher: the UV space is the later texture. If you open up the uv editor you'll see that you have two coordinate boxes at the bottom. That's why it's called uv editor i.imgur.com/5YBfguH.png :)
One of the best tutorials I've come across ..thanks! Please do more! :)
Hey everyone, important note for those who follow this tutorial with Substance Painter 2.x. Some of the generators and materials used here in the tutorial have been removed by Allegorithmic. I am not sure why they did it but the good news is that you can still get them through the Substance Share website. First thing I did after installing SP2 was adding them all back (only takes 3 minutes). Installation guide here: i.imgur.com/i9H8RMy.jpg
ChamferZone i couldn't find the material named "uniform black" as i am using Substance Painter 2. Can you please share that material with me?
Thank You!
+ChamferZone After I bake the textures, my model doesn't look like yours. The one in your video looks like the edges are sharp on the mesh, and mine are very smoothed out for some reason.
+ChamferZone I accidentally downloaded the wrong obj file, I now have it correctly baked. The only problem left is the Steel Scratched smart material doesn't appear the same as yours. It may be to the version difference, but I cannot find the "Steel Scratched" anywhere
one of the best free tutorials i've seen. Thanks a lot mate
+djo9999 Thank you too! Glad you like it!
Brilliant ! Never had the time or space to figure this all out by myself. Thanks to your video i can actually start learning the deeper meanings of life within creations ;)
Thank you Chanfer Zone man
+Mainstay Thank you very much! :) I am glad you like it and that it helped!
Very good and in depth tutorial, thank you. Keep them coming
Thank you! Stay tuned, new one almost here and will be free to watch on youtube :-)
Powerful and very useful! Both videos - modelling and texturing. Very helpful with my studies and projects, thank you!
+AuBurnedLime Thank you, happy to read that! It was really fun working on it. Glad you like it.
Great two parter tutorial, you were very succinct and efficient with how you went about everything. Liked how it was intermediate level and you just got stuck in, set a few new shortcuts for myself and will be using a few modifiers and tools a little differently
Subscribed, and your next tutorial sounds even better, I'll be sure to pick it up. Cheers
One of the best tuts ever man!!! Please keep it up!!!
+toroshm Thanks my friend. Will definitely do! :)
best tutorial for substance painter
Thanks abayomi, glad to hear it!
very inspiring, a true professional.
+Dean Greasley Thanks Dean! Glad you liked it!
Outstanding tutorial, but damn ... i wonder when your keyboard breaks hearing how you hammer on the keys sometimes ;D
+Ethaldin Morween Thanks mate! Haha, it's true. Maybe it's because I played Piano for 6 years when I was a kid.
At 2:35 , Max Frontal / Rear distance.. Is that for the cage? i ask since you do not have the actual cage option selected.
Tim, I have a quick tip! When you punch out a hole to make the left ring adjacent to a barrel (I don't know what it's called), no need to delete 2 opposite polygons and bridge each edge 4 times, one by one. You just have to select the 2 opposite polygons and bridge them. Boom! That's it. Skip through the whole process in 1 move. :D
Hi Zaparine! Thanks a lot mate for pointing that out. That is a very good point and often I find myself watching some tutorial things I recorded and thinking.. well damn I could have made that easier in retro perspective ;D By the way zaparine, much appreciate your comments here in the channel! You been here from the first day pretty much and that's great. Do you have artstation or something? Cheers, Tim
Oh I just realized I posted the comment on a wrong video. Actually, this is supposed to be on an AKM tutorial but you got the message anyway haha.
I already thought so since you mentioned barrel, thanks anyway !
+ChamferZone I don't have ArtStation or anything. I'm a medical student and have to study hard so I only do 3D stuff in my free time (which I don't have much lol). But 3D is my passion. Do you still remember me? I'm Map from Thailand. Nice to talk with you! :D
Ohhhh ! Yes of course I remember you. I just didn't know you are the one behind the zaparine account here : D Nice talking to you as well. You should join us on Discord mate discord.gg/HBtXrD7
This is literally the perfect turorial for me i have 3DS Max aswell as Substance Painter 2 WOO.
Awesome Doctor, glad to hear it! :)
Hey Tim, Thank you for sharing this! Finished my first clean model thanks to you and no go ahead with your extended knife toturial on Gumroad. Lets see how much awesome stuff i can further learn from you. Greatings!
hi, I have learned so much from your tutorial. I really appreciate your way of teaching. keep it up man!
Hi Rameez, appreciate it very much any happy to read it! Will certainly keep on producing
Wow, so glad I found this, thanks a million!!
+mostar122 Thanks for following! Glad you like it :)
incredible work, cant wait to be putting your helpful work to use!
Great tutorial. Thanks for sharing ! :)
at 28:55 can't get that color selection for text, how can we do that without color selection??
Great tutorial! Keep them coming.
Ja, das sieht ja toll aus!
+Patrick von Janicke tja. deutsche ingenieurskunst lol
+Nape Lazam Nächste mal dann Stielhandgranate ;)
What if this notification in 1:30 didnt show and i have only "Layer 1" in Layers? Thanks
Hello Piotr, sorry very late reply. That notification does not show anymore in the new SP versions. You can just carry on without it. If you want to export an AO map then you have to add that to the map channels as an extra channel.
sorry for my English, I use google translator
I understand that this is a tutorial to show how to use the tools of substance painter, but one thing confuses me... How long I had to carry a grenade to it so peeled off the paint! New grenade take out of the box before the fight, then cast it in battle and no grenades))) And this grenade is probably favorite, or serves as a mascot fighter, if he carries around a few years)))
Best google translate's translation ever 10/10
Hi Максим Машинистов, Sorry I haven't seen your message. I think I know what you mean.. a grenade that would be carried around that comes fresh out of the box would not have so much wear and tear on it. That is certainly true. However in video games this is often a bit exaggerated just to have more of an interesting object to look at. Also like you were saying this is a texturing tutorial and it's all about how to apply those kind of effects to our object. You could always lower the amount of wear by having less intensity on the generators. Hope that helps! :)
Where is this uniform black dirt? Its not in the store...
Ohhhhh!!!! This is the heaven?
This is awesome dude
Thank you Drawtist!
1:28 when i add the ambient occlusion it doesnt have a pop up saying if i want to make a layer out of it or not
Hello SEEN, don't worry about it. You probably have Substance Painter 2. It's different there. The AO will get automatically generated in the background there and export without any problem later. Or do you have the old Substance Painter?
ChamferZone i have substance painter 2.
Thanks for the response
Your tutorial is one of the best. Congratulations, you're a great artist!
Could you teach me how to make mudflakes? Same as rally cars
Hi Danilo, thank you! Appreciate it, mudflakes and a rally car? Well I can only say at that point that I have a vehicle tutorial planed for this year :-) Mudflakes sounds to me like something you could do with some procedural materials in Substance Painter but I don't have a full tutorial breakdown for that at hand. Once you start playing around with the procedural materials some more you will get more innovative to use them for all sorts of looks.
You gotta love the German accent.
Such a good tutorial! Thanks!
Thank you very much for this tutorial so useful! Congratulations
Great tutorial. I've been having some trouble with baking my normals and was wondering if you could help me. Baking the normals at the boundary of a cylindrical edge causes these weird oscillatory patterns to appear in the normal map, causing awful looking edge artifacts. What are the possible causes of this? Thanks in advance!
Subscribed, excellent tutorial.
I have a quick question, Why is the difference between substance painter and mari ? Which is better and which is easier to learn ?
+iplaybose Thank you! I wish I could give you a better answer to that but I haven't gotten around to work with Mari yet. My opinion is that if you are good with Substance Painter you will probably find it easy to also work with Mari, so my advice would be to get really good with one program first. As far as game production goes I am very comfortable with SP and I don't feel like I am missing anything here. Mari lets you export with a higher resolution which makes it more suitable for movie production then SP. However the developer from Allegorithmic confirmed that support for 8K textures and UDIM is on their road map, to make it more versatile in that field. I definitely want to look into Mari one of these days to see how exactly it compares. Cheers!
Hello ChamferZone. I am inspired by your gun models and I am trying to make some myself. Instead of 3dsmax
, I use blender because it is free. Do you think that 3dsmax is worth it, or should I stick with blender. Also, what is the max number of vertices that you should have on a gun models?
Awesome tutorial. Very useful.
Thanks Niko! Glad you like it. :-)
Your tutorial on the machete is also kickass. So many new things about modelling and unwraping...
Awesome tuto, congrats man!
+Arlindo Oliveira Thanks Arlindo. Glad you like it. More coming soon enough !
Brilliant tutorial, Can I ask, is there a reason why you only self occlude? for example, when you are baking the AO, why do you not change the common parameter to Match - Always, instead of Only by Mesh Name, to get AO from every part instead of just self occlusion within each part?
Hi Sam ! Thank you and that is a good question. For the most parts I got into the habit of doing that because the AO doesn't play much of an importance anymore ever since PBR era. Due to the physically based rendering you would just let the engine handle all the lighting, reflection etc based on the metalness/roughness information on our texture. Adding an AO map to the material once we have it in the engine would mess with that. The only reason I bake an AO map is because some of the generators we are using in Substance Painter uses it to generate some cool effects. Due to that I rather have it on each single element then combining it to the whole mesh. I hope that makes sense but that's the reason behind it.
Brilliant, thanks very much for clearing that up for me :) made a lot of sense
Awesome tutorial! Can you link the obj files, so we can follow alting only in substance?
EHRMYGOD! love it!
COOL TEACHER!!Thank You!!!Its a Great Tutorial.
very good tutorial you show very well I have done all the tutorials but i have the problem with baking the map they stop at 42 percent can you help me please
+One Peace by isobare try to baking the map 2048x2048
Thanks! Stunning tutorial
Got lost at 28:30. I cannot see the text colour masking from the ID mask, well it's very faint so I know it's there. But, I just can't use the ID mask as you have done. I've imported an alpha to do the same but just wondering if anyone knows where I went wrong. Cheers.
Hello Stephen ! Yes unfortunately that is something that ever since Substance Painter 2.0 got broken as a feature and never repaired. Its a shame. What I would recommend is to just bake without the floaters and make a black and white mask in Photoshop with this text on that exact UV spot (you gotta save out the wireframe of your uv texture for it in the uv editor). Then just use it as a "bitmap mask" in painter to color it.. OR you can use the new text tool they recently added to painter which is what I would do now if I redid that tutorial.
I can't find the text tool in the most recent app. I've checked the release notes too here www.allegorithmic.com/products/substance-painter/release-notes. Great tut BTW. Very helpful. What I'll do for now is flatten the normal out and then use a mask made in PS until I can find the text tool. I'm using 2.6.0.
Hey Stephen!
After 2 hours of playing with it i found a solution.
At first, when you go to color selection to select the text, the ID Mask shouldnt be color map, but thickness map.
Then that will unfortunately reveal not only the text but some other parts, but thats okay, just create a mask, and with the paint tool just go over the text. Then just move the Text group under the Metal Elements group, otherwise when you grunge the text, you will grunge some parts of the metal elements group as well.
And then you have your perfect text. 2 hours of sweat, tears and swearing, haha.
Yes, i know, you're welcome :)
Exactly, what I done. Think it only took me an hour and a half though ;) Check the result here if you've time at the bottom of this page. You can't see the text part though after all that. It was my first go at SP, all thanks to you it was made easier. Rendered in Corona 3dwannab.portfoliobox.io/products
Hey man, yup you got it very well!
Good job on that :)
hi, thanks for your job, but I don't know why normal map is black when important to painter, thanks, please help me
+Роман Акулич Hi Роман, it's really tough to say why your normal map shows up black without actually seeing your scene in 3Ds Max. Your high-poly model needs to be perfectly aligned with the low-poly model and not outside of it which is the only thing I could imagine why it's not working. You could also try to reset x form all your geometry in 3ds Max and bake again. That often fixes things.
What should I do to read texture in 3DSMAX?
very nice stuff,subscribed
Is the purpose of adding the high poly mesh to get around having to uv it or does the high poly version need to be uv'ed as well? Because its extremely hard to uv some of my high polys.
Hello, you never have to unwrap your highpoly for video game art. We only use it to project the details onto our unwrapped lowpoly. Take a look at the video that I just posted here on the channel. A full episode about unwrapping :)
very good and usefull, thanks
may sound like a stupid question but ive never been good at unwrapping, but once you finished everything in Substance Painter and export it how do you get the textures to apply to both low and high poly models back in 3ds max. Not sure if i missed it but after you bake the textures how do you apply the textures for the high poly model, not sure if this is correct but after baking the textures is the model your working on the high poly model.
Hello Declan, the highpoly model does not get any texture at all. It's just needed to "bake" the information down to the normal map which then wraps as a texture around on our lowpoly. Resulting in a look that appears to be highpoly. That is the whole reason why we have to do it. So bottomline, only the lowpoly gets textured.
oh okay thank you, i understand now, im still knew to all texturing based work and thank you i appreciate it for the videos ive understood more in the last week than ive been taught in the last yearat uni :/ :D
oh okay thank you, i understand now, im still knew to all texturing based work and thank you i appreciate it for the videos ive understood more in the last week than ive been taught in the last yearat uni :/ :D
Declan that is awesome to hear haha! I hope your portfolio will prosper!
This certainly is a great tutorial. I followed it to completion last year, and learned a lot from it. However, I've been away from Substance Painter for a while and wanted to remind myself of a few things.
However, this time round, at around the 29 minute mark, where we pick the color from the ID map to expose the text on top of the 'spoon', Substance Painter keeps hanging. When I click 'pick color' it exposes the ID map on the 3d model and the UV map, but when I click the text, nothing happens and I just get the 'spinning wheel mouse cursor' and Substance Painter becomes unresponsive.
I am using Substance Painter 2. Not sure if this makes any difference.
I'm not sure if other people are experiencing this as well.
Guess I should have checked the Allegorithmic forums first. Seems like it's a known issue in SP 2.6 - forum.allegorithmic.com/index.php/topic,16694.0.html
There is a workaround, well not really a workaround, but just something to make sure of until Allegorithmic patch it. Just make sure your TextureSet size is the same size as you chose during the baking phase. In this case, 4096. This way it will work.
Hi Bob, yes sadly the ID map thing became a bit buggy with the 2.0 release to the point where I don't even make any use of it anymore. I just mask everything now (as also seen in the video) and they also have a text tool in there now which we can use to type right on top of the spoon for example.
Thanks! You professional modeller!!!
I'm having some issues man. I have my low poly FBX and high poly OBG, both names properly with that rename objects tool, and when I follow the baking textures step, the normal, ID, ambient occlusion and thickness maps are all missing. My low poly mesh also doesn't change at all. HELP! lol anyone please
That was amazing. Thanks
If I want to take a render in Marmoset Toolbag. Us there any specific instructions u may help me with.? Thanks for the tutorial.
Hello Gunjan, the rendering part is a whole world to its self. I do have a paid tutorial out for exactly that in which I explain my whole workflow for making renders in Marmoset: gumroad.com/l/SzALX Marmoset is definitely my #1 choice.
Did they remove the Platinum material completely? I searched it on the Substance Share website and it's no where to be found
Hi, Phsygoboy, is that the one I use in the beginning? Either way, doesn't really matter. Just take any chrome looking material or steel for the fuze and the ring part. It's essentially the same result. Just make sure to make it really shiny with the roughness slider. It might be they got rid of that material because in 2.0 they have a whole set of new steel and metal materials.
Just going through this tut & the Platinum material you use isn't in Painter 2 or on the Share website! Can you maybe post a link to it or upload it in you files? In Painter 2 only Platinum Pure is available & there are no versions on the share website. That's also the same with the Steel Scratched as yours has all the scratch parameters but in Painter 2 it's just a bitmap.
Thanks for the great tuts.
Hello Stevie, I don't have Substance Painter 1 installed anymore. You mean the chrome material I use for the ring and the fuse? You can really just take any chrome looking material. Metal or Steel. All it takes is putting the roughness down to make it as glossy as the one that I use in the tutorial here.
By the way was there any specific reason that you bake out the high poly mesh in an obj filetype rather than a fbx like we did for the low poly?
+OverNightGaming Yes, I noticed that when putting an obj as lowpoly into substance painter it can cause strange dark "spots" in certain areas. Those spots look a bit like the normal map has some issue or the curvature baked wrong but in reality it's just the obj messing it up. Importing an FBX doesn't have those errors and is also the best format for lowpoly meshes in general. Almost every engine uses it.
+Chamfer Zone Okay thanks. What about the high poly though couldn't you save that as a fbx instead of an obj or is that less efficient?
+OverNightGaming It would probably also bake fine if you exported a highpoly FBX but I'm used to taking an obj as a format for that. FBX comes with a lot of bells and whistles if you look in all the options it has. Sometimes that can also lead to some issues here and there. In contrast to that I like the obj exporter simplicity where you have all export settings within one small window. It also exports very quick which is nice.
just awesome! thanks
Fantastic. Next video, jump texture to max. Tkx!
Excellent tutorial. Wish I had some of these programs. Quick question.
I have the standard 3DS Max 2016(No outside plugins.) and Photoshop CC..
We did a 3D model of a solar panel. We unwrapped it at 1024x1024, and we have a 4474x1222 .tif image.
What can we do in order to be able to scale the image down to the 1024x1024 uvw map without loosing quality(Image comes out blurry.).... Or is there a better way to render out the uvw template to a larger size than 1024x1024?
+MrCervantesent Hi! Sorry for the late reply. Yes there is no way for you to fit 4474x1222 on a 1024x1024 format unless your solar panel texture is tileable. So that's what I would suggest you to do. Take your 4474x1222 image and make it tileable to fit on a 1K format. Also always keep your images 512x512, 1024x1024, 2048x2048 or 4096x4096. Those formats are the ones you wanna be using unless you have non square texture formats.
Here is a tutorial I found that you may wanna have a look at on the topic of creating tileable textures www.obsidiandawn.com/creating-seamless-textures-in-photoshop-tutorial
Cheers!, Tim
Is it a must to have a high poly in order to bake the supporting maps? (world space, curviture , etc)????
+FPstyle1 Hi FPstyle1! Yes, the highpoly is essential for the baking process. Think of it sort of in a way as your baking form that has a bunch of details on it, then you put your dough in it (the lowpoly), put it in the oven and when you look at your "baked" goods (our support maps) it has all those nice details on it. Haha, okay it's a bit far fetched the comparison but yes it's essential to have!
awesome stuff! Thanks a bunch!
Best tutorial i have seen so far! (Y)
why when i open the low poly in substance i get 5 different standard materials in the textureSet list and you only have one?
Hello Kurt that means you applied 5 different materials to your individual objects in 3dsmax (on the lowpoly) Make sure to assign one material to all your elements and then try that. It should come in as one with the name you gave it in max. :)
Thanks
Did substance painter automatically make a normal map when the .obj high poly grenade was added?
Well we told Substance Painter to bake it in the baking dialog. That resulted in several maps being added to the texture sets and one of them is the Normal Map yes. But you'll have to bake it first.
Starts at 1:49
Great tutorial. I have a question though. Im using the newest version of Substance Painter and I cant figure out how to do the ambient occlusion layer. It doesnt add it automatically when i click the +
Hi Chris, thanks!, I just checked and the way it works now is that it automatically exports the AO. Some of the export options like Unity and UE4 don't export an AO map so what you want to do is just put the "Document channels + Normals + AO" setting for export. That'll give you AO :)
+ChamferZone Thank you! I didn't expect a response so fast lol. Really appreciate it.
haha no problem Chris, yeah I just happened to be online here and I had substance painter opened =)
Cool Teacher. Thannks.
Hey man, I have been playing around with Substance Painter some more and i'm really liking it so far.
But I have run into a problem. Nothing happens after I've baked my model in Substance Painter, I still see my low poly, instead of my high poly model.
Do you potentially know how to fix this?
Thanks for this awesome video! I've learned so much from this session. Thank you so much ;)
+WessieSpade Happy to read it and glad you liked it, thanks!
Hi! great tutorial, but i have an issue trying to bake normal map. i use 3ds max 2014 and textools, but i don't have chamfer plug-in and instead i used quad chamfer. i followed your tutorial from part 1 step by step but when i'm trying to bake normal map in substance painter 1.7.1 the normal map is totaly black.
+Milo Spadotto Hi Milo, thanks for your message and sorry for the delayed answer! Quad chamfer is perfectly fine to follow along so that shouldn't have caused the issue. Try making a copy of your 3dsmax scene and perform a reset x form on all your meshes. (low and highpoly) If anything does a crazy transformation then you know what you have to fix. In that case you can just go through every single mesh and press reset x form and then you just have to make sure that everything aligns properly. The low and highpoly must be aligned 1:1. That should fix it for you hopefully.
+ChamferZone Thank you for answering me! ;)
I'm really stressed about this, since i cannot make it work!
i applied reset XForm command to low poly: nothing changed. then i applied Utilies>>Reset XForm to the high poly model and also here, nothing seamed to change. I decided so trying to import the high poly into substance painter and, after appliying the "remove XForm" command, the c_high's and d_high details rotation changed. I return to the high poly in 3ds max and i discover now that if i delete the xform comand previusly those mesh will rotate as they do in substance. at the end i've tried to fix the rotation problem applying the xfrom from "x" shurtcut key on my keyboard and search reset XForm manualy. Applying the command from there, it resets completly the coordinates and now it looks perfect! (also exported in substance.) but when i try to bake the textures the Normal , ID, Ambient Occlusion and Thickness maps are rendered black :'(
I dunno, I tried everything but it's always black! Maybe if i send you the 3dsmax file, you can notice my mistake?
Sorry for my messy english!
And thank you again for your patience! I really want to learn, i love all this!
+Milo Spadotto Hey Milo ! Yes absolutely no problem. You can zip me your scene and send it to me. I'll look into it. :)
You can transfer it to me through my facebook chat as a message: facebook.com/chamferzone
Did u assign id color map information in another programm? Bcs if i try to bake it from default cube it doesn't work.
+Incbyakya byakya The ID Color map gets baked in Substance Painter based on the naming convention we apply at the end of the modeling part. As long as you follow the parameters that I show here in the baking part it should work perfectly fine. If you tried it with a cube it's probably so that the cube doesn't have any other geo that the color ID would assign a color to. Every object that we define in the naming convention will get its own color for the grenade.
+ChamferZone yes, your model works fine, i was speaking about some deafult cube with high poly copy of it. Tnx for answer, i'll watch your first lesson.
i have the same problem. cant get color info for all froating geometry like text on top of the spoon. have same name for spoon and text but that didnt work :(
normal map baked without any problems with all details.
Same problem here, the mask with color selection is problematic.
It only shows me 4 main colors, without the small ones such as the text.
Hey i actually fixed it, so dont worry.
I have another question. When i get to the part with the text when i select "add mask with color selection" and then "pickcolor" the text doesnt appear on the additional map, why is that?
Thanks
sorry, I didn't see your second question and yes that is something that doesn't work that way anymore in Substance Painter 2 (sadly). So what you can do instead is using the Alpha Text tool that it now comes with. Makes the whole process much easier too!
great tutorial but i have a stupid question :( i wish u answer me
if i want to render the high poly grenade in 3D Max with the exported texture from substance painter
what can i do ???!!!!! because we unwrap the low poly only !!!
Hello Ahmed, thank you and there are no stupid questions. Well the highpoly model is only for baking information down on our lowpoly. So it has no UV information on it. It's not meant to be .. if you wanted to texture the highpoly you would have to unwrap it too.
thnx man i really appriciate your reply :)
and thnx agaon for your effort :)
Thanks for the tutorial, not sure if its me but the new substance painter i just bought doesn't seem to have the platinum material you were using and the additional parameters? where did you download your materials from? :)
+Emma Williamson Hi Emma, that is true. Unfortunately Substance Painter 2 either renamed some of the materials or just replaced them with something else. In case of the platinum I'd recommend to just pick any of the other metal materials that have the same kind of look or reflectance. You could also try to look up the "substance share" library. If I have the time I'll go through this tutorial here and add text descriptions of which materials can be used now. Also .. the mask builder is now called mask editor when you get to that but essentially still does the same.
+Emma Williamson Infact, let me do that tonight once I get back from work.
+ChamferZone Thanks alot! i think i have a semi workaround. I navigated to my old steam substance painter folder for version 1 and copied the smart material i needed to the c:/documents/substance painter 2 shelf directory so will try to follow as best i can that way :) The only other issue i had was a weird bake with a small spot in my mesh but its barely noticeable, but I'm certain thats an issue in max (I'm messing with 2017 at the mo).
+Emma Williamson Hi Emma, good work around! Hmm that spot issue sounds familiar, is it a black spot? I had it before and the only way to get rid of it is to export the lowpoly as fbx and not obj. But I suppose that's what you did? If not you can send me a screenshot and I'll see what it could be. Cheers, Tim
+ChamferZone The low poly is fbx did not change the settings so maybe i missed something and the high poly is obj. I have screenshots here where you can see the weird shading in max. This is being caught in the bake and is noticeable in the AO, Curvature and normal map.
Its not a big deal as you don't really see it much being on a small spot but would be nice to know what the culprit is. Perhaps one of my settings when doing the chamfer? i found that if i want the curve in the high poly its very dense in the corners almost like an overlap and i cant reduce that or it will look too hard edge.
I'm also very new to smoothing groups so this was educational for me, perhaps i didn't do that right, I'm used to the standard subdiv workflow and adding in edgeloops where needed for hard surface.
imgur.com/a/nVCp0
hey have you used quixel suite at all? id like to know your thoughts on it. i own both
Hey man, I think quixel suite is excellent. I also have both and you can definitely have great results with either of them. At the end of the day we use Substance Painter for Production and I just got very used to it. It's also nice to have it as a stable standalone software that's separated from Photoshop and comes with its own integrated baking tool and at the end I save out one easy to access file. On a downside of Painter: it's still having some flaws like for example that it's bad for adding text and shapes which quixel is certainly better for thanks to Photoshop but a) I can just jump in Photoshop and save a mask out and bring it back to Painter and b) they are going to add that in the near future from what I hear. So bottom line: both are great but I rather roll with Painter because I work with it on a daily basis (at work and private projects) and feel like i know it inside and out.
If i would paint a model in Substance Painter and then use it for a scene in Blender for example, would the textures still be there/the same?
+BerSerX Hi and sorry for the late reply. You can definitely bring anything into blender as far as I know. I don't know if Blender can display PBR though which is what Substance Painter is all about. For best results you should drop it into marmoset or any engine such as Unreal 4 or Unity.
Great tutorial, I've got one question. I see that most people use Substance Painter as a tool for 3D models that are used in games. But can I also use it for animation purposes?
+YoCazure The maximum texture resolution is 4k - which may or may not be low for the your animation purposes. In film & VFX, Mari or Quixel Suite is more in use.
Felix Schütt, thanks for your reply! I'll take a look at Mari and/or Quixel Suite.
Have a nice day.
+YoCazure Hi YoCazure, thanks! 8K support is being worked on by the allegorithmic devs so it's just a matter of time until we can export ultra high resolution textures. In the meantime Painter is ideal for video game purposes.
Chamfer Zone , thanks for your response. I'll take note of that.
Nice to see that others use similar workflow as well :D I know i already aked but are you going to also show model presentation phase? Its quite important as well. Thanks
+lMicakil Thanks Micakil! There will be a tutorial covering exactly that very soon!
hi! great tutorial, i´m taking up learning susbtance painter and i have one question. the software when it is baking the ambient occlusion from the high mesh, it takes me a lot to calculate it. so i would like to know if there is some way to avoid waiting so much time. (sorry for my writing im not native speaker english).
Hi cadvideos, glad you like the tutorial! So to answer your question yes... absolutely. You can bake AO maps in 2x2 anti aliasing which will make it MUCH faster. It'll still take a while to complete but 8x8 or 4x4 will take hours and the quality loss is so minimal that I always bake in 2x2 now. SOi... AO and Thickness both in 2x2. All other maps 8x8. Make sure to bake in two different passes. Also put the Secondary Rays up to 256 on the AO settings. Better result!
thanks so much for you reply, it was really hepful, next time i´ll bake both maps in 2x2 as you said, Thank you!
No problem and yes for future tutorials I point that out more with the long baking times for AO and Thickness map. You aren't the first who was getting stuck there. :) Thanks for watching the tut !
Thank you! One thing I would like to know - how do you use maps from SP for example in vray? I mean for the same visual result as in SP.
+vasya vasilyev Hi Vasya, sorry for the late reply. There is an export option for vray in Substance Painter so I would think that whatever maps come out of that you can just plug into Vray. I don't use Vray myself so I can't really comment on how exactly to do that.
guys does subtance painter works well with 3ds max vray render. Please if someone knows answer
Hi,
Thank u for giving asset file, it's useful for practice.
how do i prepare my high poly mesh to be exported from 3ds max? it keeps saying no texture found when i bake to low poly in substance painter
+The Infamous Did you export the low poly as fbx and the highpoly as obj? Maybe you got it mixed up and you named the highpoly the lowpoly. I say that because the only time I ever get that message is when I load in a mesh by accident, that has no UV information on it. (we unchecked Texture Coordinates in the OBJ export options for the highpoly).
+ChamferZone no i mean im a complete noob and this is my first proper model lol. I dont know the simple steps like does the mesh have to be alligned with low poly mesh, does it have to match scale etc?
+The Infamous Great to hear it's your first model. To answer your question, yes absolutely! The low and high poly need to be aligned one to one as we have it at the end of the modeling part. During the baking process substance painter looks at your meshes and if they are not aligned then it won't be able to project any information from high to lowpoly. So, it sounds like they are out of place. You can always go back to 3DS Max and put them back in place so they align. To make sure it's 100% aligned you can just turn of the highpoly modifiers such as turbosmooth and chamfer and then "snap" the meshes together and once that is done you put the modifiers back on.
ChamferZone thank you for the reply! i will try it :)
This is a great tutorial!!! thanks alot dude
Thanks Nigel! Glad you like it !