totally right. It took me a few years to understand the workflow between the thousands of tuts out there. But those two are very straightforward and clear.
I'm happy that a lot of people are getting amazing results using displacement in the new Meet Mat 2 competition. I couldn't get results with the displacement tools and this video doesn't even cover it, which is bizarre, considering the competition is promoting the function in a major way. How/where are people even learning how to use displacement in substance on a model like this? someone please push me in the right direction.
I just watched both meet mat videos to prepare and wow it was a crash course for real! I really liked this condensed yet beginner friendly video and hope I can at least give the contest a shot :)
ever since i delvedin to the world of SP, I've been fascinated by it. Can't wait to see what SP does in the future- graphics technology is about to go through a paradigm shift soon.
Don't know if 'new normal details effecting generators' feature was there in 2018.. But now I know that it's possible! I used to... Export nrm map - reimport it - rebake AO n curvature. Repeat if nrm map need to be changed.
Wouldn't be awesome if you can model with rectangles, squares and trapezoids but, edit the model with triangles? That can really improve poly counts and poly modeling by infinity. A drastic number, yes, but it can save us a lot of money, a lot of time, and can make production smoother than faster. I rather have a smooth production than a fast production because, too many things are happening at too many times but, if I were to use any 3d engine, I would like the code to keep track of triangles, rectangles, squares, and trapezoids, as I am 3d modeling. I think the future can be so much brighter with those poly counts, rendering would be so much faster and smoother, and can save a whole lot of money in production. And it will change everything.
Another nice tutorial. Thanks! Question. How did you get the "hard surface" normal brush to show up in your cursor so you can alighn it. It's not showing up in my Substance Painter 2019.3.1.
i'm having sort of a problem, i want to use a smart material on a layer i have a displacement map, but i dont want to have to manually align my brush and stamp it on in,how to overcome this issue??
Hi! Great tutorial, and I might take the chance to get my hands dirty on this. However, when I pick a hard surface brush, I don't see the normal in the cursor, only a circle showing the brush size. Is there any setting I should change for this? Thanks a lot!!
I don't have any "Machine Metal" Smart Material in the shelf, only the "Machinery" one. This smart material comes directly with the installation or do you need to download it from somewhere?
Substance source is the best place to get new materials. For smartmaterials go to substance share. Or create your own smart material. In substance painter: Just layer some materials until you are satisfied with the result. (Use mask generators, etc for procedural edge wear an rust) Then pack all layers into a folder. Name it properly and right click it. Choose create smart material... Finished 👍
Hi, I can import this smart material in my shelf. The error message is "invalid preset ressource" and that it "cannot be imported as a smart material". Does someone has the same problem ? I use the 2019.3 Substance version Thanks :)
Yes. the rules state: You may import resources (such as textures, alphas, filters or other assets into Substance Painter) as long as the creative texturing work is done in Substance Painter. You cannot simply import and apply final textures that have been created in another tool.
nice video. i have one problem when i choose normal map and chose the brush of the normal is not apear in my brush the icon of normal. why? thanks again for the khowledge
It could be the brush is not set to full preview. We added options to change the brush cursor. With the brush selected, go to the top of the 3D view and on far left there is the option to change brush preview.
Depending on your maintenance, 2019. 3 might be free in your account. You can also pick up a trial if your maintenance doesn't cover 2019.3. Also, we supply the FBX mesh so 2019.3 is not required. Please check here for more info. magazine.substance3d.com/contest/meet-mat-2/
I copied and pasted material layer stack but it pasted the same normal details added to the head to the rest fo the body. How to stop this from happening?
The normal details are the ones that you painted for the head? In this case, you can use the eraser to erase the data. This way you retain the layer for painting new details and don't have to set it up again.
Yes. The rules state the following: You may import resources (such as textures, alphas, filters or other assets into Substance Painter) as long as the creative texturing work is done in Substance Painter. You cannot simply import and apply final textures that have been created in another tool.
What are the restrictions for modifying the UVs of the model to fit my texturing theme?Nothing significant or obvious.really really minor adjustments.I can elaborate more in a private message
@@Substance3D I want to make him like an aquarium or an under water scuba diver. Can I add fishes and bubbles as texture on a simple plane with alphas? Also, how about just changing the UVs?
If you combine both Meet MAT tutorials, you get the best tutorial to learn Substance Painter in one hour!
for anyone looking for part 1:ruclips.net/video/3hKrLhRNeII/видео.html
totally right. It took me a few years to understand the workflow between the thousands of tuts out there. But those two are very straightforward and clear.
Missed this guys voice!
Thanks very much : )
I'm happy that a lot of people are getting amazing results using displacement in the new Meet Mat 2 competition. I couldn't get results with the displacement tools and this video doesn't even cover it, which is bizarre, considering the competition is promoting the function in a major way. How/where are people even learning how to use displacement in substance on a model like this? someone please push me in the right direction.
I'm sorry for leaving this out in the video. You can find an in-depth walkthrough here. ruclips.net/video/n2blPCIJVKo/видео.html
I just watched both meet mat videos to prepare and wow it was a crash course for real! I really liked this condensed yet beginner friendly video and hope I can at least give the contest a shot :)
I would definitely love to meet Mat, he sounds like a great guy
ever since i delvedin to the world of SP, I've been fascinated by it. Can't wait to see what SP does in the future- graphics technology is about to go through a paradigm shift soon.
New update today! magazine.substance3d.com/paint-across-uv-tiles-udims-in-substance-painter/
are there any plans for a Meet MAT 3 ?
Don't know if 'new normal details effecting generators' feature was there in 2018.. But now I know that it's possible!
I used to...
Export nrm map - reimport it - rebake AO n curvature.
Repeat if nrm map need to be changed.
Most amazing and clear vid! More plz! U are awesome guys! (just learn SP)
Thank you very much!
Great video as always Wes!
Thank you very much!
Thx anyway, wont work, doesnt let me drag anchor into smart mat...
I just started using Substance and it's awesome 🤩
Thanks much! Welcome : )
i want to meet this man 😭
Wouldn't be awesome if you can model with rectangles, squares and trapezoids but, edit the model with triangles? That can really improve poly counts and poly modeling by infinity. A drastic number, yes, but it can save us a lot of money, a lot of time, and can make production smoother than faster. I rather have a smooth production than a fast production because, too many things are happening at too many times but, if I were to use any 3d engine, I would like the code to keep track of triangles, rectangles, squares, and trapezoids, as I am 3d modeling. I think the future can be so much brighter with those poly counts, rendering would be so much faster and smoother, and can save a whole lot of money in production. And it will change everything.
Very helpful,Thanks.
Another nice tutorial. Thanks! Question. How did you get the "hard surface" normal brush to show up in your cursor so you can alighn it.
It's not showing up in my Substance Painter 2019.3.1.
same problem !
I found the answer it is in the top left corner nearby the size of the brush "full preview cursor"
@@yannickbonnefoy113 thank you!!!
GREAT TUTORIAL to learn, but sometime to fast for us "slower", - but put settings in 0.5 Speed , is can be little easier to follow... ;) ...
What
@@kineticraptor3318 " tahw" - BACKWARDS ;) ....
Are artists taking meet mat and altering the geo outside of SP to meet their specific needs?
Dude, how long has THAT type of radial symmetry been there?
We added radial symmetry in 2019.1
i'm having sort of a problem, i want to use a smart material on a layer i have a displacement map, but i dont want to have to manually align my brush and stamp it on in,how to overcome this issue??
Hi! Great tutorial, and I might take the chance to get my hands dirty on this. However, when I pick a hard surface brush, I don't see the normal in the cursor, only a circle showing the brush size. Is there any setting I should change for this? Thanks a lot!!
At the top of the 3D view toolbar menu, there is an icon to the far left that controls the Cursor Preview. You need to set that to Full Preview mode.
@@Substance3D Thanks a ton! I obviously have a way to go to get comfortable with Painter... :)
how did you make the eyes, ears and red button to stick out.
It is using displacement. This video shows how it works. ruclips.net/video/n2blPCIJVKo/видео.html
Its is a MEAT-MAT!!!
Can anyone tell me why is his UI font (especially on those "Tabs") is different than mine? Mine is like New Times Roman which is ugly...
Any chance you could give some insights on painters GUI...e.g is it QT or inhouse IMGUI like approach?
It is built on QT
@@Substance3D Thanks for the info, looks great :D
Nice
good progm😍
I don't have any "Machine Metal" Smart Material in the shelf, only the "Machinery" one. This smart material comes directly with the installation or do you need to download it from somewhere?
Substance source is the best place to get new materials. For smartmaterials go to substance share. Or create your own smart material. In substance painter: Just layer some materials until you are satisfied with the result. (Use mask generators, etc for procedural edge wear an rust) Then pack all layers into a folder. Name it properly and right click it. Choose create smart material... Finished 👍
You can get the material here. share.substance3d.com/libraries/5909
Thanks!
@@Substance3D the material is not working
Hi,
I can import this smart material in my shelf. The error message is "invalid preset ressource" and that it "cannot be imported as a smart material". Does someone has the same problem ? I use the 2019.3 Substance version
Thanks :)
Can we use custom alphas made in Zbrush or Designer, or materials?
Yes. the rules state: You may import resources (such as textures, alphas, filters or other assets into Substance Painter) as long as the creative texturing work is done in Substance Painter. You cannot simply import and apply final textures that have been created in another tool.
nice video. i have one problem when i choose normal map and chose the brush of the normal is not apear in my brush the icon of normal. why? thanks again for the khowledge
It could be the brush is not set to full preview. We added options to change the brush cursor. With the brush selected, go to the top of the 3D view and on far left there is the option to change brush preview.
@@Substance3D o my god its worked. thank you very much for the reply. Have a beautiful day and stay good and health. bye
Can I get a trial for the latest version even though I own up to 2019.2?
Depending on your maintenance, 2019. 3 might be free in your account. You can also pick up a trial if your maintenance doesn't cover 2019.3. Also, we supply the FBX mesh so 2019.3 is not required. Please check here for more info. magazine.substance3d.com/contest/meet-mat-2/
I copied and pasted material layer stack but it pasted the same normal details added to the head to the rest fo the body. How to stop this from happening?
The normal details are the ones that you painted for the head? In this case, you can use the eraser to erase the data. This way you retain the layer for painting new details and don't have to set it up again.
@@Substance3D ok thanks that solved the problem.
Thank you sir.
I don't have that camera drop down menu of all the camera angles, i'm 100% sure that i'm using the FBX linked.. any other way to get that menu up?
Are you using 2019.3 and the sample scene or did you download the FBX from the contest?
@@Substance3D turns out I didn't click, import with cameras :P
Hi, is there any way to get the preset cameras in my scene? I downloaded the linked .fbx but I don't have any of them.
The cameras are imported from the FBX file. The meetmat 2 FBX has the cameras embedded.
can we use Substance Share materials too?
Yes. The rules state the following: You may import resources (such as textures, alphas, filters or other assets into Substance Painter) as long as the creative texturing work is done in Substance Painter. You cannot simply import and apply final textures that have been created in another tool.
@@Substance3D Thanks for the answer :D it makes a lot easier to create cool textures. I will join the contest asap
What are the restrictions for modifying the UVs of the model to fit my texturing theme?Nothing significant or obvious.really really minor adjustments.I can elaborate more in a private message
The contest rules do not permit changing the mesh. Can you let us know what you are needing to do?
@@Substance3D I want to make him like an aquarium or an under water scuba diver. Can I add fishes and bubbles as texture on a simple plane with alphas? Also, how about just changing the UVs?
OR see it 100 times to learn, :) ...
How can I get machine metal smart material?
Download Substance
@@Icefall3D It's not included in Substance painter 2019.3
I've uploaded it here. share.substance3d.com/libraries/5909. Also adding the link to the video description.
Who cares, Quixel is now free forever meanwhile you sold your souls to Adobe. Soon everyone will forget Substance, Forever.
only free for unreal