Texturing Characters in Substance Painter - Using Subsurface Scattering | Adobe Substance 3D
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- Опубликовано: 4 окт 2024
- In this video series for Substance Painter, Character Artist Magdalena Dadela goes through her process of texturing characters to make them hyper realistic in Substance Painter, step by step.
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Texturing Characters in Substance Painter - Using Subsurface Scattering | Adobe Substance 3D
• Texturing Characters i...
Hey everyone ! There are a few steps that are skipped here !!!
1. You need to be on a PBR metal rough workflow . If you started your file on day “opacity” you won’t see the results at the end . To change this , just go to “Shader Settings” and change the top category to PBR Metal Rough. Once you do this , you should be able to scroll down and there should now be a SSS category . You can change it from “skin” to “translucent/transparent” or whichever suits your project.
2. She skips the import part of the video after she exports the custom SSS mask. Just go to the dock at the bottom and import to project . The import button should look like an arrow pointing in a box . Import the BaseColor that you exported :) .
Hope this helps !
Thank you Finally someone said it!😤😤😤😤😤😤😤😤😤😤😤😤 Hate it when people only explain half of the steps.
@@joshuaradloff1070 and its the official substance painter channel :')
Long story short.
1. Shader need to be in PBR Meral Roughness.
(alpha blending won't work in case you're wondering why it's not showing like I was)
2. Add SCATTERING channel from Texture Settings.
3. Turn on 'Activate Subsurface Scattering' from Display Settings.
4. In a fill layer mask out whatever you want in a regular way.
5. Change the slider to change the amount of SSS like everything else.
Peace.
Thanks so much. This saved me a lot of time.
but it doesn't show on iray and I can't export SSS map
Great thing about Arnold 5 SSS component is that we no longer need all these old school arbitrary maps anymore, but real-time is not quite there......yet. :)
In Designer, we have the ability to add value outputs instead of textures. This allows you to build materials that can represent surface attributes in Arnold such Radius and Scale.
How does the first black layer you put in work? It looks like you added a black, than put a mask on the white layer. What's the first black layer used for? Do you even need it?
Hi! Thank you for such a great set of tutorials, That was a very clean and understandable delivery.
I hope you will be able to solve the problem. I'm using the same version of Substance Painter, did all the steps you've mention but still, no SSS effect shows in the viewport when I change the color od add the baked map to the SSS layer. Only Scatter is on in the material settings, display properties have SSS turned on, and also there is a Scatter channel in Texture Properties - still nothing.
Please, help!
I’m having the same problem . It’s very disheartening
adding this SSS layer erase all my skin details, everything is flattened
look another fill layers and turn off scatering chanels...
I did every step but at 6:51 when you add the bitmap mask, the map that was created earlier just doesn't show up in the list. What can i do?
You have to import it into substance . Go to the “shelf” , go to project, and then you’ll see an emblem that looks like an arrow pointing inside of a box .
It should say “import” when you hover over it .
Click it.
Go to “add resources” at the top .
Look for where you exported your map.
Import the BaseColor .
Before you do the final import , it should say “undefined” next to the imported material . Click it and define it as ‘texture’
Finally on “import resources to” I put mine into the specific project. This is a personal choice !!
Click import and it should work! Good luck !
@@deadlyinboots243 wow, thank you so much for taking the time to explain!
Milan Smidt you’re welcome ! I know it’s a bit late but I figured it could still help . Lol. If it still didn’t work, you should go into your Shader Settings and change it to say PBR metal rough. It won’t work with the opacity settings !
@@deadlyinboots243 Really, thank you so much. You're very kind. The next time I encounter this issue I will definitely try what you have suggested.
4:08 Wasn't it easier to just paint some white on ears instead of all hard works to clean up thickness mask , obliviously you just needed ears to have some whiteness. is there any other reason to use thickness mask? thanks
If you wanted a more accurate map you just use the thickness map, but if you want to block some areas that you dom't want to scatter ligjt for some reason you can do what you said
Thickness map won't erase out, make all step by step 2:56
not very clear, but you basically create a mask of where you want the sss to go
This tutorial is hard to understand, I just ended up painting a black and white texture and exported it, works great.
i constantly get a mistake "failed to decode bitmap mask" when trying to use thickness map as bitmap mask. Where's my mistake?
when i hit render my baked normal map isnt working, it seems overrided by the scattering
sb 2018 1.0 user here.. I can't the add option scattering
If I add the bitmap to the scattered only layer the whole face becomes scattered and the blak and white scaler has no efect anyomore no matter is I select the layer or the mask. Why is that? I am using SP 2019.3.2
how do I import scattering map back? the map does not show in the bitmap mask
drag exported map to SHELF - Textures, then select the texture type as texture then ok.
How to export the scaterring map?
why only the ears has sss?
Watch the video properly? She already stated the reason.
Ep7
Very stupid, start a series of lessons with sss. At least, take a trouble to number them!!!