Substance Painter 2021 Getting Started - Part 02 - Filters & generators | Adobe Substance 3D
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- Опубликовано: 1 мар 2021
- In this video we take a look at working with filters and generators in Substance Painter 2021.
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Substance Painter 2021 Getting Started - Part 02 - Filters & generators | Adobe Substance 3D
• Substance Painter 2021...
For people struggling with materials as this video is OLD OLD OLD
plastic glossy pure - plastic glossy in smart materials
plastic matte pure - plastic matte in smart materials
iron galvanized - metal galvanized in materials, however this one doesn't work the same as in video, the closest I've come is by setting grain intensity and normal variation intensity to 0
and it still looks soooo different
you can find iron galvanized on the the substance 3D community assets, I remade the plastic glossy pure, and the plastic matte pure that I published myself
@@MrMOGHammer Thank you.
It's amazing that I have downloaded Substance Painter literally today and this whole series just dropped
absolutely
i've been waiting to get into substance since i got into modeling in 2018, so glad i've got a computer that can handle it now, this is so easy and makes me so happy i don't have to go through constant struggles of being unable to texture
Great Tutorial! I cant watch other substance tutorials since you have an amazing clear logical way of moving through the tools. I miss the old Oil Lamp tutorials that I used to review often but so glad you are still doing the later version of SP with Adobe.
I used a non-spider robot model for this that I made myself while following along. Remember to adjust settings according to YOUR model! Following a tutorial can produce nice results, but learning comes from experimentation.
I'm just starting with substance for the first time. These tutorials are so helpful.
Have to say, that I used Houdini, Blender, ZBrush, 3D Max and Maya and I've always thought that Substance had absolutely the best and most intuitive workflow of them all. It just feels like it was built by a team and knew the challenges and issues involved in texturing 3D meshes.
Great tutorial man, great style of teaching as well they picked the right guy for the job.
I've been following along this tutorial series, and this is the video that made me decide to buy this program. Great teaching style; thank you.
SOLUTION TO EDGE METAL GENERATOR PROBLEM: Rebaking your texture and changing the "curvature" settings seems to help. Instead of ".001" I used ".003" and got a decent result (a bit thicker than the tutorials but you can keep playing with it). This has already been posted in other comments but it's worth repeating.
thanks
Nice tip, Thanks!
Thanks dude, I had no idea why I wasn't getting the same results as the video.
Hey David, how'd you know that would fix the problem?
Thanks for this lifesaving tip
This tutorial is so good! just it has too much things being covered at once but still, it's great
If you are metal edge wear not working that mean you baked it in at output size of 512 but you chose 2048 document resolution at beginning of your project.
Try to bake it in at output size of 2048 an it will work .
Worked for me.
dude... 3 years later and you saved me.
On the move second week now on this TUT, - learn a lot , and a lot of repetitions... THX , Wes...
Thank you much!
this is amazing tutur/ very very informativity/ Thanks! 10\10
As a Dolphins fan, I like the selections ;)
Metal Edge Wear generator problem: If anyone else is having trouble with the Metal Edge Wear generator not working (applying across entire mesh weakly instead of concentrating on edges), here's a fix that worked for me. Went to Texture Set Settings and noticed that I had warning icons on all the mesh maps baked during completion of the first video. "Missing High Definition Mesh," I think it said upon hover. Scrolled up to the High Definition Meshes field above, under "High Poly Parameters," and loaded the original FBX with the tiny document button at upper right of the field. Re-baked the selected textures and the Metal Edge Wear generator started working properly. So far so good? Hope that doesn't cause other problems?
But now I can't get the Body color to instantiate to the legs... just won't show up... UVs not right?
This software is Incredible
Damn, this stuff is magic.
I'm your biggest fan!
I already learned a lot.
Hi! I'm really learning a lot from these tutorials, it's very enjoyable :). I have one small problem when applying the gradient at the end: it doesn't instantiate to the leg whereas everything worked well before. So the red parts of the legs are using the shifted color instead of the original as shown in the video. I did some investigations but I didn't find anything to explain why it behaves like this.
Make sure you instantiate it across texturesets, and make sure your position map is baked, with Normalization Scale set to "Full Scene".
@@Substance3D I checked the Normalization Scale and it was set to Full Scene so I baked the maps once again and it solved my problem so I don't really know what was wrong but anyway. Thank you very much for your help :)
ya its realy good introduction
I'm following this tutorial as a first time user of substance painter, really great. But for some reason the texture are super blurry or low pixel detail in the 3D viewer. I look around the forums but can't find a good answer to this problem. Can somebody help me out?
Very helpful. Thanks
From MaPZone (I swear I'm not THAT old) to Substance... I ❤ you cats!
I was there for Mapzone as well : )
I am wonder whenever i use the metal edge wear. I cant get the same effect what the video is showing.
Best tutorial
SOLUTION TO LEGS INSTANTIATION: If your legs wont Instantiate the texture for the Body, select the legs from the Texture Set List, go to Texture Settings (Tab beside "LAYERS") and select or scroll down to Mesh Layers, click on ID, then the mini-Shelf-thingy will popup and you want to choose your Color Map again. You may have to do this each tip for each Vertex Group/Mesh Layer every time. Even if it's displaying that it's selected your group, and it doesn't work, just do it again anyway and it will work.
Happy Painting!
This is the exact problem I am having. Thank you. I wish they were continuing to support the questions here, but the community picks up the slack!
@@focusonthefocus I'm glad I could help! I use Substance regularly, so if you have any questions, feel free to reach out!
still grey legs :( @@ChrisKGallon
i made a model and applied vertex color to some of the polygons but when i use it in substance the edges of the vertex is mask are jagged and the mask is all over the place when i have a differnt vertex color please help ?
How do you import that swatch .png and get it to show in the panel at @7.06 ?
Is there any sort of logic you follow when deciding the parameter values when setting up materials? Seems like you know what kind of ballpark you'd want flake intensity for your galvanized metal for example
So I don't know if changes were made recently but the current materials in the latest version are completely different and do not seem to work the same way. I'm struggling to follow this tutorial because it is not up to date...
yea i cant find any iron galvanized anywhere
Try using an older version of substance paiter for your tutorials. I use version 8.3.1 to follow along the render in the latest edition version.
same, I asked what could replace that, they recommend "rust" but it just doesn't work the same, it doesn't even have flakes intesity to change and looks quite different
Had a problem with the edge metal generator not showing any edge wear.
Turns out I baked the texture maps on 512x512 and not on 2048x2048.
Rebaked the textures and it worked as intended.
Thanks a lot man, I had the same issue. Was wondering what went wrong, or updated version messed the process or not, but yes it was the map size.
Thanks again.
generators are seriously cool
how did you make id color coating in blender
In my viewport everything is blurry.Metal wear effects aren't realistic.It seems they are low resolution.Any reason?Lattern tutorial I haven't any issue like that.
Just recently downloaded Painter and, as I am going through the video, there are a couple of assets I cannot find. The plastic glossy pure, plastic matte pure, and iron galvanized. There are plastic glossy, plastic matte, and METAL galvanized but they do not match with what shows up in the tutorial. Anyone else have this problem? Or just me?
There is also no "finish" option for the galvanized metal. There is only metal color, metal color variation, metal roughness, grain intensity, pattern scale, and normal variation intensity. Needless to say, my metal pieces do not look like the ones in the video.
plastic glossy pure - plastic glossy in smart materials (just remove Dust and Roughness Grunge layers in order to follow the tutorial)
plastic matte pure - plastic matte in smart materials
iron galvanized - metal galvanized in materials
@@niax17 huge ups
Useful video but it would be good to say way you're picking certain numbers for the generators so they aren't just magic values.
I'm seeing an error, "failed to triangualte polygon" after loading in the spiderbot file
At 8:02 you said press CTRL + Left Click Drag to ID but for me its the Right Click instead of Left. If anyone has the same issue.
Why use hsl for the color shift instead of just changing it in the color?
Thanks a lot for awesome tools and tutorials but I was wonder that why there is two different model group (body+legs) instead of making them one piece! Animation purpose or what? Id map working very well anyway..
Hey @utku demir, I'm not with Substance, but learned everything else except for Substance. This is due to 1 of 3 optional things you can do in Blender (the modeling software used in these tutorials). It was most likely because 2 different objects were modeled in Blender, then joined after they were modeled independently, giving them difference Vertex Groups, it could also be that they have different Vertex Groups, in which you can assign a different material to the group in Blender, giving them different Element IDs, like in Unity. This could also be achieved by makings seams, then separating the legs.
I would put my money on the fact they were most likely different objects that were modeled separately, then joined after giving them different Vertex Groups.
I've baked everything while doing the first tutorial, and once I do the edge wear it does not show as it should, maybe the problem is that I think the model we are using is not the same, I downloaded it from the tutorial but when doing the geometry selection I can only select body and lens, there is no core or casing option.
This ^^^^
Hey friend I realized that color selecting through the UV fill and a mixture of the vertex paint will allow you to get the same results at the start of the lesson. Best of luck to you.
I ran into the same issue. Fix: rebake curvature meshmap and mess with the sampling radius slider. 0.005 worked pretty well for me
Also had the same issue. In my case, messing with the sampling radius and other settings did not work, the curvature map would always come out the same. The only solution was to "Generate Curvature from Normal Map" in the "Method" drop down menu in the baking parameters.
What's more frustrating is that this is not the first time this has happened.
@@Joaobostaify Both valid solutions to the issue
4:20 When I try to instantiate across texture sets, it doesn't bring the folder over to the legs. Just puts a single paint layer with nothing on it and yes I've made sure to have the folder selected not any of the contained layers or masks.
Solved it. I never ended up baking the correct ID map for the legs. I had them set to material colour rather than Vertex colour. I must have missed that part in the tut and only did the body.
@@TheEggory thank you
Hello, Can someone help me? At time slide 6:17 he had color 1 with a few layers open then at time slide 6:22 what did you do to get just the color 1 layer? The video skipped
Hi again. I'm still following the tutorial. I finally made it to #2, lol. I'm pretty much following you what you. I've changed some colors here and there., but my materials look very out of focus, even when I scale them. Can you please suggest something I can change to focus them better? thanks Also, is there a way to scale smart materials? I was playing around with them a bit, and I can't find how to adjust the parameters. @Substance by Adobe
I'm sorry that they aren't answering your questions. :( Hope you're sticking with it, though.
how would I do the color shift from bottom to top?
is there a way to invert it?
Hi, the position generator is the best option. I think in the tutorial I used mask generator. With the position generator this is an invert option. I think you could also apply a levels effect above the mask generator and click invert option.
One quick question: What is the difference between adding a black mask vs adding a mask w/ color selection? Is the latter still a black mask?
Black/white mask are blank slate, mandatory starting points for masks. Mask with Color Selection is a shortcut/macro to add a (black) mask with a pre-created Color ID selection filter.
Thanks!😘
the edge ware generator is not working help please
thankyouuuu so much
if i select the metal edge wear generator my black mask turns white instantly, why does this happennnn plz h e l p
4:18 after Instanstiating across sets I got that iron texture but the orange paint didn't load up for some reason. Gotta figure it out.
hey can u mail me the model? that link in description is not working...
Same here, instantiating isn't working at all.
What exactly means and does " tri-planar projection ? Really nice turorial , Im so happy to find it. Thank you so much really !
and your explanation are really good. Clear, smooth , easy and quick . perfect !
Instead of using the UVs of a mesh which is 2d data from a 3d mesh. Substance ( somehow, like its magic for real) projects the texture on the mesh in 3D! Meaning you wont have any seam issues like with UVs ( unless you are making the UV 100 % perfect, which is basically impossible). I still need to figure out if that means that UV are actually useless now, since why would you not use Tri Planar. Maybe someone can enlighten me :D
Can any one tell me unwrap high or low poly
When i m applying metal edge wear generator on coated metal layer... Idk why but it works on whole robot... I double check id maps too
same happened to me
You guys find a solution?
Noo
Layer instancing does nothing for me sadly
Where is part 1????
Shouldn't the paint layer be above the metal, and then a mask applied to the paint layer to reveal the metal beneath? This way if the 'under' layer had other height information or something it wouldn't cause inconsistencies?
Is the advantage that this way allows us to copy the effect across different layers, like we did with the plastic one? my guess
I don't understand why my dirt generation doesn't detect the inner corner. Anyone knows the solution?
Bake your ambient occlusio if you haven't already
Is it possible to have like generated dirt, and still manually paint or erase that generated dirt with some brushes. Something like you did with dirt generator and fill, but just have the option to manually add or erase?
Of course you can. Just add a Paint effect on top of the generator, in the mask stack. Then you can paint black or white on top, manually. Painter never forces you to be full manual or full procedural.
@@Substance3D great, thanks 👍
Whenever a mask is selected, it brings up the wireframe (which is not happening in the tutorial). How do I toggle off the wireframe? In display settings "show mesh wireframe" is not selected, so it's not that. I've spent like 20 minutes googling this and searching all over the interface, its driving me nuts, it's so distracting.
15:05 more complex masks to do
help.... that link in description not working...
why i cant find the part 1
When model needs to be imported in substance, should we joined all the parts of the mesh and then import or remain separated and then also can be imported?? Joined or separate? Also if some parts is joined and remain separated how will get to know which should be joined or separated? Plz reply
Hi! It depends on your workflow and how much control you want over materials of each mesh. If you want a lot of control and plan on making each mesh different from each other. It's better to keep it separate. If you have a lot of meshes that are similar, and you want to add the same material all over, it makes sense to combine them before you import. Hope this helps :)
Is there just a way to select certain UV's you want to color, effect, filter, etc.?
Yes, you can use the Polygon tool and set it to UV island mode, and use that for masks. Or do you mean Texturesets?
@@Substance3D I was thinking just like selecting a UV of a specific piece of geometry in the UV window.
@@DisneyUpBoilerUp Yes so all of that is possible with the Polgyon Fill tool (hotkey 4). Best to use it on a mask. You can then choose Tri, Quad, object or UV island mode.
Somehow my Metal Edge Wear isn´t working although i followed the exact steps
It could be that you do not have the baked maps. Typically, this points to there not being the baked maps the generators use.
Same here and I have baked maps. Found a solution in the comments: "The only solution was to "Generate Curvature from Normal Map" in the "Method" drop down menu in the baking parameters."
I HAD THE SAME ISSUE I'M A TOTAL NOOB WHAT SHOULD I DO?????
@@jomargalicia Click Bake Mesh Maps > Curvature > Method > Genarete from Normal Map
@@officialbariskilic Oh my God! Thank you so much, this was driving me nuts!
6:20 two-tone color begin
excuse me, do you know why at4:20 it doesn t happend to me
You sounds like Andrew Kramer!
Please Adobe, update the tutorials, it is REALLY hard to follow them, you have had many changes since the release of this video and it is quite hard to follow along, although the tutorial itself is very cool
18:52 color switch
7:58 that scared the shit out of me
i closed properties generator and i can't bring it back ;/
okey neverminde ^^; just right click on the windows edge :D
@@damianb2791 Happened at least four times to me in a span of fifteen minutes ^^
i cant find iron galvanized
it is now metal galvanized, however doesn't work the same as in video
Substance painter users mindset: ''It doesnt look real enough unless its D I R T Y ''
7:52
SOLUTION TO LEGS INSTANTIATION: when you made baking, you have not selected the vertex color in the ID section. So go to baking mode go to the id section select vertex color and rebake all, then it will work.100%
Mlk, se pá que o canal foi hackeado
Instantiate across texture sets creates the instance layer but nothing shows up? It creates the instance file on the legs texture set, buts its still gray. I'm using the latest version.
I think I solved it. When you start the project in the newest version you need to make sure "Use UV Tile workflow" is checked and under that "Preserve UV...." is checked. Worked for me after that.
Did I screw up something? The Legs layer does not have any ID information. I'm manually painting but I think I should probably just learn to apply IDs instead?
EDIT: I needed to hit the "Apply to All" button on the left side of the Layer selection of the Bake menu. That was not included in the tutorial.
That was the solution, thank you so much for sharing! Now my layer instatiation appears across the legs as well 😃
It is included if you watched the first part.
Video 01 in this series has been made private / unviewable
Now wht should we can to see that vdo
I think there was a issue with the audio not matching the screen
so they reuploaded it
The worst part of this...its freaking subscription based... 😒
It's pretty awesome but for using it just as a hobby of sorts the subscription makes it too expensive for that use.
So if your just doing as a hobby, might want to look elsewhere unless you just have money to burn every month/year.
Just pirate it then.
NOW I'M STUCK! THE METAL WEDGE WEAR IS NOT WORKING PROPERLY , IT'S FILLING THE WHOLE MESH WHEN IT'S SUPPOSED TO BE MANIFESTED ON THE EDGES ONLY, I'M 100% SURE THAT I FOLLOWED THE WHOLE TUTORIAL PROCESS PROPERLY... NOW WHAT SHOULD I DO?? WHAT KIND OF TUTORIAL IS THIS VERY FRUSTRATING! I'M A TOTAL NOOB THAT'S WHY I'M FOLLOWING THIS TUTORIAL, I ONLY HAVE LIMITED TIME TO WATCH TUTORIALS AND YOU WAISTED MY TIME AND STUCK ON PART 2.
I also faced this issue, but when I closed the programme and reopened it and the issue is solved for me. I don't know whether this solution will fix your issue
if this didn't solved your issue, then try to create an separate layer of galvanized iron with metal edge wear effect material in the coated layer group like we done to the color 01 group. might this will solve your issue
I have the same issue and restarting doesn't help.
@@BeierFilms then try the next method I had suggested