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.
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!!!
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 : )
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
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.
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.
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.
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
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 :)
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.
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
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 :)
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.
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
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
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!
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
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! :)
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.
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
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
Hey Tim, thank you for such a beautiful tutorial. I have learned many things from this tutorial. I thing I want to know where to apply the final texture maps in 3ds max using mental ray renderer, I'll be very thankful to you if you'll just let me know. Thanks
Hello Kunal, sorry I only see your message now. Mental ray doesn't support PBR textures from all that I know so your best try would be to export the textures for Vray if you are familiar with that. Substance Painter has an export option for it and you could just use that instead. I render all my work in Marmoset Toolbag so I am not too familiar with the 3dsmax rendering pipeline. Everything I do is intended to be used in video game engines such as UE4 or Unity. Marmoset is basically a PBR render engine just like it but for the sole purpose of making renders.
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.
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!
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?
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 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?
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.
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.
Hi, thank you, I'm glad you liked the tutorial! I do have plans for an environment tutorial in the future! (can't say exactly when though as I have other things coming out before that)
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!
shared + liked + enjoyed! THANK YOU btw do u know anyone with same level as you are, doing any characters? including outfit and organic texturing in substance? cheers
Thank you Farzin ! Glad you like it. You know I keep telling my character artist friends at work to also make tutorials but all I ever get back from them is... oh there are already too many tutorials out there. Well I think there are never enough things if you put a lot of effort in it. I think that this is a very good tutorial though. I haven't followed it myself but the guy is great: (ex blizzard employee) cubebrush.co/mb?product_id=1ztdpw
thanks for your reply. i mean u have done this tutorials with passion. rarely i have found ppl on same level of skill set as urs doing tutorials this amazing and well-paste. THANK YOU AGAIN
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.
+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.
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.
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
+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.
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?
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.
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
Dude, you are brilliant.
Your tutorial is pure gold, great job!
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.
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!!!
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 : )
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
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!
one of the best free tutorials i've seen. Thanks a lot mate
+djo9999 Thank you too! Glad you like 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 I've come across ..thanks! Please do more! :)
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 !
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.
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 :-)
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
best tutorial for substance painter
Thanks abayomi, glad to hear it!
You gotta love the German accent.
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 :)
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!
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.
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 tutorial. Thanks for sharing ! :)
One of the best tuts ever man!!! Please keep it up!!!
+toroshm Thanks my friend. Will definitely do! :)
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!!
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!
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 :)
very inspiring, a true professional.
+Dean Greasley Thanks Dean! Glad you liked it!
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 !
incredible work, cant wait to be putting your helpful work to use!
This is awesome dude
Thank you Drawtist!
This is literally the perfect turorial for me i have 3DS Max aswell as Substance Painter 2 WOO.
Awesome Doctor, glad to hear it! :)
Wow, so glad I found this, thanks a million!!
+mostar122 Thanks for following! Glad you like it :)
Great tutorial! Keep them coming.
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
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
Such a good tutorial! Thanks!
Ohhhhh!!!! This is the heaven?
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.
EHRMYGOD! love it!
Thanks! Stunning tutorial
very nice stuff,subscribed
That was amazing. Thanks
Ja, das sieht ja toll aus!
+Patrick von Janicke tja. deutsche ingenieurskunst lol
+Nape Lazam Nächste mal dann Stielhandgranate ;)
Thanks! You professional modeller!!!
very good and usefull, thanks
Awesome tuto, congrats man!
+Arlindo Oliveira Thanks Arlindo. Glad you like it. More coming soon enough !
COOL TEACHER!!Thank You!!!Its a Great Tutorial.
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
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!
Thank you very much for this tutorial so useful! Congratulations
Great tutorial! Thanks ;)
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
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...
Cool Teacher. Thannks.
just awesome! thanks
This is a great tutorial!!! thanks alot dude
Thanks Nigel! Glad you like it !
Thanks a lot man, you're great!
Fantastic. Next video, jump texture to max. Tkx!
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!
Thank you so much!!!!!!!
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! :)
Hi,
Thank u for giving asset file, it's useful for practice.
Thank you Bro. Really thnx.
great!
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.
Thanks!
great ^^
At 2:35 , Max Frontal / Rear distance.. Is that for the cage? i ask since you do not have the actual cage option selected.
Thank you!!!
thank you
Awesome tutorial! Can you link the obj files, so we can follow alting only in substance?
OMG Arnold Schwarzenegger is a 3D Guru!
Get to the choppa!!
Thank you so much ^_^
at 28:55 can't get that color selection for text, how can we do that without color selection??
Это просто потрясно...
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!
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
Where is this uniform black dirt? Its not in the store...
thanks sir
Hey Tim, thank you for such a beautiful tutorial. I have learned many things from this tutorial. I thing I want to know where to apply the final texture maps in 3ds max using mental ray renderer, I'll be very thankful to you if you'll just let me know. Thanks
Hello Kunal, sorry I only see your message now. Mental ray doesn't support PBR textures from all that I know so your best try would be to export the textures for Vray if you are familiar with that. Substance Painter has an export option for it and you could just use that instead. I render all my work in Marmoset Toolbag so I am not too familiar with the 3dsmax rendering pipeline. Everything I do is intended to be used in video game engines such as UE4 or Unity. Marmoset is basically a PBR render engine just like it but for the sole purpose of making renders.
+ChamferZone but what are setting for importing the textures to marmoset. It will really help me, if you let me know. Thanks
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.
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!
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?
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!
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
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.
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.
Any plans for an exterior environment? something like, tomb raider temple, uncharted ruins.. :D
Hi, thank you, I'm glad you liked the tutorial! I do have plans for an environment tutorial in the future! (can't say exactly when though as I have other things coming out before that)
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!
What should I do to read texture in 3DSMAX?
Thanks you are a tough one
Thanks for watching Abuelo !
shared + liked + enjoyed! THANK YOU
btw do u know anyone with same level as you are, doing any characters? including outfit and organic texturing in substance? cheers
Thank you Farzin ! Glad you like it. You know I keep telling my character artist friends at work to also make tutorials but all I ever get back from them is... oh there are already too many tutorials out there. Well I think there are never enough things if you put a lot of effort in it. I think that this is a very good tutorial though. I haven't followed it myself but the guy is great: (ex blizzard employee) cubebrush.co/mb?product_id=1ztdpw
thanks for your reply. i mean u have done this tutorials with passion. rarely i have found ppl on same level of skill set as urs doing tutorials this amazing and well-paste. THANK YOU AGAIN
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.
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.
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
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
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.
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?
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.
guys does subtance painter works well with 3ds max vray render. Please if someone knows answer
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 :)