This is really brilliant tutorial I ever seen. I saw lots of tutorials about SP and I already used SP to paint numerous models that I made but your tips were so good and most of them never heard about it, even in the official SP tutorial and document. There's too many features in SP and it is hard to find out something useful, makes my task fast, you saved lots of my time. One thing I really appreciate it about these combat knife video series, now I can make high poly model and bake normalmap from it, there's not much information about this process. Anyway thanks again, and I can't wait for next videos!
That's awesome you liked it so much! Really happy to hear that especially since this was my first Substance tutorial. =) There's definitely more to come. And yeah, substance painter is amazing and the tools have endless possibilities. Plus then there's the public library of resources Substance Share, which is such an incredible thing. I'm fairly new to Substance still but I haven't been this excited about a program since I first started learning Blender. -chris
Chris, this is an outstanding tutorial. I've got the Corvette course and loved it, now I`m using this to learn how to create game assets and oh boy I wish you had another in-depth tutorial on the newer Blender and SP2020 workflow with a lot more features covered. Your methods of teaching are the best, and trust me I've been through many courses and none of them has ever explaiend things better than you do.
Hi CG Masters, idk if you'd read this but I have a question. Very new to Blender and extremely new to Substance Painter (haven't gone past opening the software). Watched the 4 part series is here is what I got (steps). 1. Model low poly object (very low poly, without the extra details like the crevice on the bottom of the knife handle). 2. Enhanced low poly object into high poly (modeling in the small details like the crevice, etc). 3. Unwrap low poly model, join them into one object, organize them into one uv, separate by loose parts. 4. Make normal maps my combining low and high poly (selecting low poly first then high poly, cuz that's were the normal maps' gonna bake into). 5. Presented a bit of a problem with the normal maps created in Blender so, you let Substance create it itself. By importing both low poly and high poly mesh (high poly for baking). Is that right? Having a bit of problem as I see so many ways people do their Blender to Substance workflow (as a beginner, none has work for me yet) Some say I have to unwrap both high and low poly model, make my own ID map in Blender (from the high poly mesh), etc. I'm so confused. Sorry for the long comment.
There are many different workflows, and even different workflows for different models. This was a simpler model so I was able to easily use the low poly base mesh to create the high poly mesh too. For a lot of models you might be making strictly high poly first, like sculpting a character, and then you build the low poly version of it afterward. It all depends on what you need for any particular model, and your preference for workflow(whatever is efficient and works for you). This applies to UV Unwrapping and Normal baking too, these tutorials happened to be efficient and effective technique for those things, but again it's a simpler model so it may not apply to every circumstance. I'm actually pretty rusty with Substance Painter(and never was insanely experienced with it anyway), but I'm curious why someone would be uv unwrapping the high poly object to create an ID map. Maybe I'm just not thinking it through though.
we need more of these also organic stuff plz, this was one of my first models learning blender 2.8 and Painter, really enjoyed it, i'll definitely check your courses if u make them for real-time rendering.
Glad you liked it. Ive got a lot of game content training planned for next year including more weapon stuff. Not sure about organics though, I'm pretty out of practice with that stuff, but we'll see. -Chris
One of the best game assets tutorial I've seen is now completed! Great job on this, you helped a lot! I know it's a simple model, but I watch for the great working technique and clean mesh creation. Also, substance painter blows my mind how good it is. Thanks again for this complete game asset tutorial, it is the best I have seen on RUclips and I hope it gets more attention.
Thanks so much for the comment! I'm happy you liked it so much. Substance Painter is so insanely cool, and so surprisingly comfortable to use too. -chris
This is a great series I will be getting SP in the near future . I am sure the corvette course will be great but another vehicle build why not change it up and build a fishing rod and reel (mostly the reels)say 3-4 different types and a tackle box with lures. Something we can put into the vehicle. CG Masters is always top shelf .
I'll definitely be doing new topics after this course, but had to finish the topic off with a big sports car course. The Jeep was more of a beginner vehicle with it's boxy shapes, but the sports car is where the advanced challenges are so I wanted to cover using my techniques on something like that. A fishing rod isn't a bad idea for a free tutorial series though, I'll keep that in mind. -chris
A new car modeling tutorial. That's nice. I still didn't finish the Jeep course and I've already learned so much. My graphic card is dead, I'm waiting a new one to come.
That's awesome you learned so much in that course, happy you like it! Sucks to hear about the graphics card but that's exciting about the new one. Hardware breaking is always bittersweet like that. What card did you get? -chris
Nice, yeah it definitely can get the job done from what I've seen, especially if you got the 6gb. I'm working with a gtx 970 4gb, and the 1060 outperforms it and is currently cheaper.
WOW!! I like you handle texture more than mine!!!..btw nice tutorial man..waiting for the next series..i'd love if you do a low to high poly KATANA modeling series..i really can't seem to model the handle part of a katana...
Thanks! Glad you liked it. A katana might be too similar for me to want to do any time soon, but it's definitely something I might do in the future. I always wanted to make one of those. Thanks for the tip about pressing X as well, I'm still getting the hang of the hotkeys in SP. -chris
Great series Chris but I can't justify buying Substance 3D Painter to complete Part 4 as I'm unsure whether I really need it for creating good looking low poly models for Unity. I used PBR materials in Blender. Still, I've learned loads following your detailed course with succinct teaching style. Thanks.
Since Adobe purchased Substance I no longer make tutorials for Painter. The future of it, especially the pricing, it too uncertain under Adobe for me to promote it. Currently there is still an option to purchase a perpetual license for Substance Painter, which is still very reasonably priced, but they've already complicated this by switching things over to Steam instead of a direct download which I don't like. It's still incredible software though, and if you can get a trial of it to complete the knife I would give it a go. But glad you liked the rest of the tutorial series though!
I'm giving it some serious thought, but man a regular car course is SO much work, so one where I convert it to a game model as well might actually kill me. I must first journey into the mountains where tibetan monks will teach me inner peace to give me enough strength to accomplish this. We'll see how it goes.
Finally, I completed this course using Blender 4.0 and SP 9.1.0. Thank you for the great tutorial and information. I learned a lot from these videos! You are my favorite instructor now! There is a lot of useful information. Will there be any more lessons about GameDev?
Thanks glad you liked it! I do plan on more game dev stuff next year, but at the moment I have a lot of learning to do myself before I can teach this topic more.
I'll actually be putting together a course on complex shader creation later this year, and I'll be including a car paint material. It will likely be something I release on youtube for free as well.
Loving your tutorials. No mucking around and very informative. Any chance you could show us how you set your materials and renders up in Blender to match Substance Painter? I know I have a lot of trouble getting that sorted. Thanks again!
Glad you liked it! Also yeah definitely, I should've mentioned that in the tutorial but the final files for download in the description contain the blend file with the node setup. The blend also includes the HDRI I used, from hdrihaven.com. I just uploaded this image of the node setup too: cgmasters.net/tutorials/knife_texturing/substance_blender_node_setup.jpg -chris
Chris, great tutorial but U should have used the ID map to filter the parts instead of doing it manually :) Instead of adding “black mask”, add “mask by color” then tab on the picker it will then separate the parts based on the ID map.
Hey Eyad, yeah I probably should have. Seems similar since you still click on the mesh, but would've saved me a click and there's more potentially useful options I could've shown. -chris
At a 150 flat fee and being totally free for students, that's extremely respectable pricing and surprising from commercial software that's become industry-standard. But I know it's still not accessible for everyone, and after a bit of a break from this series I'll most likely do a chapter on procedural textures in Blender. -chris
I've got my money tied up in other software (Adobe monthly, ESRI ARCgis, and others) and really don't want/need to add more expenses monthly or with an outright purchase... Long past the student discounts on software (last student discount for me was Illustrator on 5.25" floppy disk). Maybe I'll figure out a way to bill a client for it, wait, that would be unethical. I'll just wait/hope for another chapter at some point in the future, thanks for the first three parts.
Hey thanks so much for this series, you do some really good tutorials. Will there be any more training for different assets in the future? Keep up the good work!
Hey, it's hard to say without seeing the files myself, but I'm also completely out of touch with substance painter at this point. I haven't used it since making this tutorial, so I don't think I'll be able to help here. Hopefully someone else can chime in, or you can try posting your file in a substance painter forum or group as well.
i got a question, ive done everything like you showed, but in sp it seems like the program mixes up my 2 meshes (low+high poly), btw i wanted to make a m9 bayo with pinks on top of the blade... but nice video, easy to follow and to understand
If you double checked your object names and everything is correct, then send the blend file to me at contact@cgmasters.net and I'll check it out and see what's going on. -Chris
That is easly the best SP tutorial! I didn't even know about the filters o.0 But I've got one question - in 7.18 when you are adding mask, you could just add mask with color selection and select mesh by color in ID map, it will be quicker, as you didn't had to select mesh by polygons, or is there a reason why you didn't do that?
Thanks Juzek! Ah yeah I thought about using Color ID, especially since I mentioned it earlier in the tutorial, but using mesh fill was just 3 clicks so didn't matter much to me either way. -chris
I do regret not using that though! There's more options with color selection that I would have liked to show, and I think that process would've saved me a click.
That's okay, I was just curious ; ) I find using ID's faster, because I'm usually using them when painting my models, which usually consist of many small meshes, masking them by hand would be crazy :D
First time where there's an actual blender tutorial for game creation that's easy to understand. For the masks I don't know what was going wrong (first time using substance so yay) and it would just do a complete fill and not do the edges, along with every other time I edited any mask (even the one with the smart material) any ideas what I might of done wrong?
Cannot wait for the next modelling course from you! Just getting into that jeep modelling course of yours on Udemy and it is great so far! How different will that new course be from the one I mentioned?
Thanks Adam glad you like it! The Corvette is a much more challenging car type, so the new course has more hands-on curve modeling techniques as opposed to the more boxy Jeep. I've honed in the guide mesh techniques as well so that workflow is smoother and more versatile now. There are also some new techniques in this course that really improve workflow with certain things. -chris
Hi Chris, i am wondering why you didnt add that groove detail on the blade inside the SP exactly like you added the text stamps, just want to know if there is any reason for that. Thank you for the great tutorial !!! :)
Thanks! And yep there's some new stuff in the corvette course and just a cleaner workflow all around too. The main techniques from the Jeep course are still being used but there's also more hands-on curve modeling with these more complex shapes. -chris
Hey Chris, I really enjoyed your Corvette course, I learned a ton. I followed along here with the knife and Substance painter bit, using your knife, but when I tried to import an object of my own, I get an error and it wont load in, and the error isn't particularly communicative. Any thoughts on what I might be doing wrong?
I kinda figured it out I think. I save all my files to a fileshare/RAID server so I can access them easily from any device on my network. Substance didn't like trying to open the file from the server. Once I copied and put the files on my desktop, I was able to open them. Odd, no?
@@hardroosterlabs3814 Ah glad you figured that out. I haven't used anything like that before with substance painter, but that's good to know that could cause issues. -Chris
Awesome tutorial :) I did it today i ts really easy to follow I only have one problem when I put metalic materials they are black do you know why is that happening ?
Hey Luka, metalic materials in substance? Or are you trying to use metallic maps in Blender for the final render? Either way you can send the file to me at contact@cgmasters.net and I'll check it out. -chris
@@blengine Thanks for the reply! I've just finished this video, amazing work! I guess I will have to learn SubPaint now, I have just started learning Blender as well )) This stuff sure takes a lot of work, patience and talent
@@blengine Thnks man! People like you Inspire us, with your great work and wisdom! I honestly want to be a character designer, but it seems it's the hardest thing of all :) Lots of learning ahead.
Got to make sure all the Modifiers are applied before exporting, I had a problem with that just now. - Also, does importing it into SubPainter this way still keep the model low poly with normals just baked unto it? (sorry for noob questions)
Hmm that's weird, it should apply modifiers automatically when you export. There's an option for that when exporting, but maybe yours was turned off for some reason. And yes, when you open the low poly knife in substance painter and load in the high poly knife for normal baking like we do in the tutorial, then as long as your naming conventions are exactly like in the tutorial the high poly normals will bake onto the low poly knife. Nothing is skipped in the tutorial so if your process looks different at any point then something might've been overlooked.
@@blengine Thank you for thew answer! Why do we add black masks and how does it work in simple terms? And yes, it only worked when I manually applied the mods. Also my file size is like 161mb for the knife, and I haven't even added any paint to it. Is it normal for such a low poly object to have such weight in SPainter or am I missing something?
Yeah I think that's about the right file size. I don't know why they're so large in SP but they are. Masks are used to specify which sections can be painted on and which sections can't be painted on. You can think of them like stencils, where black is the stencil object itself, and white is the holes of the stencil that paint can actually be applied to the surface through. If you want to learn more about masking I'm sure you can find some tutorials on youtube about it. The concept is the same in all software, so you could even watch a photoshop tutorial on masks and the concepts would generally apply to everything else.
hey again CG Masters ) So, I've tried to make my own katana following your knife, I'm having a problem whith baking in substance; I did some sculpting to my high poly handle mesh, and when I bake it to the low mesh in Substance it just looks flat, like low poly. Is it because I've done some sculpting to it?
Ah the only thing I can really suggest is retracing your steps through the baking parts of the tutorial to make sure you didn't miss anything. The process should be the same as for the knife. One thing to double check is the naming conventions, if these are incorrect then SP will fail at baking the high poly mesh onto the low poly mesh. Good luck!
Blender doesn't yet come close to the texturing capabilities of software like Substance Painter and Substance Designer. It may be able to compete in the future, but at the moment falls short. -Chris
Yeah and you can also go to File > External Data > Automatically Pack Resources if you want all files brought into the blend packed automatically. There are also other pack options in that menu too.
this program looks fantastic,, trying to do this stuff manually in blender would take forever. If someone wanted to make a nice final still render of it, is there any advantage to using iray vs. importing everything into blender and using cycles? Results about the same?
No I don't think there's much of an advantage beyond it being a little easier if you want a quick render of the final product without setting it up in blender. I actually ended up setting it up in blender for the final thumbnail render: cgmasters.net/chris_misc/knifey_mcgee.png ... The final blend can be downloaded in the description too, minus the wood floor. The textures for that were from textures.com so I couldn't pack them. -chris
lol I love the name you gave to it. That's great, I like the little touch of chromatic aberration. Odd that the knife edge looks somehow aliased while every other line looks smooth and anti-aliased, it's literally the only clue that it's not a photo. Is that somehow related the model having this razor edge of 0 width in 3D space?
Oh yeah I noticed that! But only after uploading everything unfortunately. The reflection there is really blown out. I'm pretty sure that's what's causing that but I don't know exactly why that happens. I don't think it's because of the razor edge because its happening where it's starting to slope down as well. -c
huh, ok, maybe I'll see if it happens when I try various angles too. Sometimes irl photography, if I use a very sharp lens and nail focus on a very straight line, I get jaggies too... it's rare, and needs good light... so really it's still photograph-like.
Hi bro, Im having Issues with UV in substance painter, I can't see the blade, but in blender it is ok, in the UV in substance I see only the handle N the handguard, what is the problem in your opinion?
The only thing I can think of is that you forgot to select the knife blade when exporting. If that's not the case then send the blend file to me at contact@cgmasters.net and I'll check it out. -Chris
Hi Chris, I wonder if you are going to put your new course on some other site? udemy type or someone who works with other currencies besides the dollar, because I'm Brazilian and when I convert the value to my currency, it ends up being impossible for me to buy.
Hey Daniel, I don't think I'll be putting this on udemy, but I might try other training sites like thinkific.com, I'm not sure yet. Been so focused on getting this done asap and haven't thought about where it's going yet. Email me at contact@cgmasters.net once it's released though and we'll figure something out. -chris
got to the lat video with only 1 minor issue .. now though, when I finish baking I'm left with the low poly object .. no high poly normal information on the model :( can't see where I'm going wrong.
@@blengine Thanks for the fast reply.. I can't remember which setting I changed but I got it working. Something you changed I left as default and it worked. I just finished this last video, really happy with the outcome .. this is a great tutorial!
No it's not. Originally I was going to use the normal map baked in cycles but I had a small problem with it in substance when it came to the curvature map, so I just rebaked it in substance. It came out better anyway and I was happy to show the process in this tutorial. -chris
Very nice tutorial, and very good looking knife! How much vram did you need for this knife in Substance? I have been hesitant to get Substance Painter because on the website, it says it needs a minimum of 2GB. I've only got 512mb.
I'm honestly not sure if you could get away with lower than 2gb, but you could check out their free trial and see if it works out. I'm curious to know how well it would run if it runs. -chris
I don't think 512 will be enough... Cpu only sounds great but I think it's not possible. Yesterday I had only my integrated graphics enabled and I couldn't run the program at all. With the dedicated GPU enabled (1gb) it runs (not well because it's a GeForce 610m). But it runs. Can't wait to get home to my pc... My poor laptop isn't made for 3d rendering... Barely holds itself up to a game like csgo
Oh and if you were curious I'm running a gtx 970 4gb. I was thankfully able to upgrade everything not too long ago and finally be able to use cycles. -c
CG Masters Hopefully I will be able to work with substance painter soon. I am thinking about building a pc with the follwing specs: Ryzen 5 1400 GTX 1060 6GB OR RX 570 8GB (OR 580 depending on the price) 8GB RAM 256GB NVME SSD Ultrawide color accurate monitor(Model still not decided on)
hello can u help me this one your setting said to to change the "MATCH= BY MESH NAME" whoever it bake the normal and ID in black BUT IF I DID NOT CHANGE THE SETTING IT BAKE FINE BUT IT TAKE LONGER TO BAKE WHAT SHOULD I DO??
Matching by Mesh Name will do an "Explode Bake" which I talk about in the tutorial. This is better for baking as it bakes each part of the knife separately. If you bake as a whole knife then in areas where objects are close to each other(like where the handle meets the handleguard) the normal map baking will overlap and create some issues. If baking by Mesh Name isn't working for you it's likely caused by the naming of your objects. Double check your objects and make sure you name each pair exactly the same, but with the "_low" suffix for the low poly version and the "_high" suffix for high poly objects. For example, your handles should be renamed to handle_low and handle_high, exactly like that. Then there's blade_low and blade_high, and guard_low and guard_high. Let me know how it goes. -Chris
Hey, there might be a mismatch between your high poly and low poly objects, so double check the naming conventions on them in Blender to make sure they're correct. Each pair of parts should have the same base name, and then a suffix of either _high or _low. If that's not the issue you can send your files over to me at contact@cgmasters.net and I'll check it out. -Chris
i can't for the life of me get the guard/pommel part to copy the layers from the blade without the handle also doing so, im not sure what's causing this. [EDIT] So i found the solution: The guard folder itself needed a mask, and i only had a mask on the fill layer, removed that, added mask on the folder layer itself and painted over the parts that needed it.
@@blengine Thank you Chris for your answer, my problem is now solved. you are amazing. thank you for this guide. my skills have increased a lot. will I find more tutorial videos on this channel from you? Best regards
@@keoshi Ah glad that's all fixed. And yep, lots of videos coming this year. Me and Lee spent the last year putting together a massive 2.8 course which should be out in a month or two. Then after that we can focus on putting out more youtube videos as well.
Thanks to this awesome tutorial I was able to make this Katana - www.reddit.com/r/blender/comments/cdw1qv/springkatana_delicate_graceful_you_rejuvenate_my/ --- Thank you very much for your help CG Masters ! You're awesome!
When i try to copy the scuffs to the handguard/pommel, it gets applied to the whole handle as well and idk what i am doing wrong :( imgur.com/a/t6O5PXy
Send the substance painter file to me at contact@cgmasters.net and I'll check it out. I'm still pretty new to the program so would just be easier for me to fiddle around with the file. -Chris
Currently no, it doesn't have the advanced tools that Substance Painter has and is relatively basic by comparison. However, this is likely something that will be developed in Blender much further in the future.
HolzstockG haha yeah I recorded with my windows open this time, it was too nice out. And if you listen real close you might also hear my neighbors yelling at each other :)
i have one problem at 05:08 . When i click on bake material mesh maps ,my normal map was not baking on knife . its still low poly knife. what can i do ???
Chris you're the best Blender trainer of all time. Your tutorials are so complete and easy to understand. I'm so excited for the new modelling course.
Thanks man, that's awesome to hear I appreciate that!
Thank you , it's the best game asset tutiorial i've seen. solved a lot of problems. I cannot belive its free.
The quality and the details of this playlist regarding modeling and working with game assets is the best I had ever seen! THANK YOU SO MUCH!
Thanks for the comment I appreciate that! Glad you liked the series so much, more to come soon. -Chris
Alright! Now I only have to review this 5 times to remember everything.
This is really brilliant tutorial I ever seen. I saw lots of tutorials about SP and I already used SP to paint numerous models that I made but your tips were so good and most of them never heard about it, even in the official SP tutorial and document. There's too many features in SP and it is hard to find out something useful, makes my task fast, you saved lots of my time. One thing I really appreciate it about these combat knife video series, now I can make high poly model and bake normalmap from it, there's not much information about this process. Anyway thanks again, and I can't wait for next videos!
That's awesome you liked it so much! Really happy to hear that especially since this was my first Substance tutorial. =) There's definitely more to come. And yeah, substance painter is amazing and the tools have endless possibilities. Plus then there's the public library of resources Substance Share, which is such an incredible thing. I'm fairly new to Substance still but I haven't been this excited about a program since I first started learning Blender. -chris
Old blender but still fantastic information, can't believe these are free, thanks so much Chris, looking forward to your new courses :)
This channel deserve more than 87k subscribers, thanks for the tutorials 👍
Chris, this is an outstanding tutorial. I've got the Corvette course and loved it, now I`m using this to learn how to create game assets and oh boy I wish you had another in-depth tutorial on the newer Blender and SP2020 workflow with a lot more features covered. Your methods of teaching are the best, and trust me I've been through many courses and none of them has ever explaiend things better than you do.
Geezzz, finally a tutorial that clarified the bridge from Blender to Subs for me; HUGE THANKS !!!
Hi CG Masters, idk if you'd read this but I have a question. Very new to Blender and extremely new to Substance Painter (haven't gone past opening the software).
Watched the 4 part series is here is what I got (steps).
1. Model low poly object (very low poly, without the extra details like the crevice on the bottom of the knife handle).
2. Enhanced low poly object into high poly (modeling in the small details like the crevice, etc).
3. Unwrap low poly model, join them into one object, organize them into one uv, separate by loose parts.
4. Make normal maps my combining low and high poly (selecting low poly first then high poly, cuz that's were the normal maps' gonna bake into).
5. Presented a bit of a problem with the normal maps created in Blender so, you let Substance create it itself. By importing both low poly and high poly mesh (high poly for baking).
Is that right? Having a bit of problem as I see so many ways people do their Blender to Substance workflow (as a beginner, none has work for me yet) Some say I have to unwrap both high and low poly model, make my own ID map in Blender (from the high poly mesh), etc. I'm so confused.
Sorry for the long comment.
There are many different workflows, and even different workflows for different models. This was a simpler model so I was able to easily use the low poly base mesh to create the high poly mesh too. For a lot of models you might be making strictly high poly first, like sculpting a character, and then you build the low poly version of it afterward. It all depends on what you need for any particular model, and your preference for workflow(whatever is efficient and works for you).
This applies to UV Unwrapping and Normal baking too, these tutorials happened to be efficient and effective technique for those things, but again it's a simpler model so it may not apply to every circumstance.
I'm actually pretty rusty with Substance Painter(and never was insanely experienced with it anyway), but I'm curious why someone would be uv unwrapping the high poly object to create an ID map. Maybe I'm just not thinking it through though.
One of the best, if not the best, video tutors i've seen on youtube. thanks for your work!
Thanks very much! -chris
we need more of these also organic stuff plz, this was one of my first models learning blender 2.8 and Painter, really enjoyed it, i'll definitely check your courses if u make them for real-time rendering.
Glad you liked it. Ive got a lot of game content training planned for next year including more weapon stuff. Not sure about organics though, I'm pretty out of practice with that stuff, but we'll see. -Chris
@@blengine Thanks Chris , i can't wait :)
I've learned a lot in this tutorial, thanks so much, you make the world a better place sharing information. Thanks.
One of the best game assets tutorial I've seen is now completed! Great job on this, you helped a lot!
I know it's a simple model, but I watch for the great working technique and clean mesh creation.
Also, substance painter blows my mind how good it is.
Thanks again for this complete game asset tutorial, it is the best I have seen on RUclips and I hope it gets more attention.
Thanks so much for the comment! I'm happy you liked it so much. Substance Painter is so insanely cool, and so surprisingly comfortable to use too. -chris
Great tutorial. This is exactly what I was looking for, the workflow from blender to substance painter.
This is a great series I will be getting SP in the near future . I am sure the corvette course will be great but another vehicle build why not change it up and build a fishing rod and reel (mostly the reels)say 3-4 different types and a tackle box with lures. Something we can put into the vehicle. CG Masters is always top shelf .
I'll definitely be doing new topics after this course, but had to finish the topic off with a big sports car course. The Jeep was more of a beginner vehicle with it's boxy shapes, but the sports car is where the advanced challenges are so I wanted to cover using my techniques on something like that. A fishing rod isn't a bad idea for a free tutorial series though, I'll keep that in mind. -chris
A new car modeling tutorial. That's nice. I still didn't finish the Jeep course and I've already learned so much. My graphic card is dead, I'm waiting a new one to come.
That's awesome you learned so much in that course, happy you like it! Sucks to hear about the graphics card but that's exciting about the new one. Hardware breaking is always bittersweet like that. What card did you get? -chris
CG Masters I did get a GTX 1060. I know it's been on the market for a while, but i think it can get the job done.
Nice, yeah it definitely can get the job done from what I've seen, especially if you got the 6gb. I'm working with a gtx 970 4gb, and the 1060 outperforms it and is currently cheaper.
WOW!! I like you handle texture more than mine!!!..btw nice tutorial man..waiting for the next series..i'd love if you do a low to high poly KATANA modeling series..i really can't seem to model the handle part of a katana...
Thanks! Glad you liked it. A katana might be too similar for me to want to do any time soon, but it's definitely something I might do in the future. I always wanted to make one of those. Thanks for the tip about pressing X as well, I'm still getting the hang of the hotkeys in SP. -chris
Great series Chris but I can't justify buying Substance 3D Painter to complete Part 4 as I'm unsure whether I really need it for creating good looking low poly models for Unity. I used PBR materials in Blender. Still, I've learned loads following your detailed course with succinct teaching style. Thanks.
Since Adobe purchased Substance I no longer make tutorials for Painter. The future of it, especially the pricing, it too uncertain under Adobe for me to promote it. Currently there is still an option to purchase a perpetual license for Substance Painter, which is still very reasonably priced, but they've already complicated this by switching things over to Steam instead of a direct download which I don't like. It's still incredible software though, and if you can get a trial of it to complete the knife I would give it a go. But glad you liked the rest of the tutorial series though!
I Love all your tutorial.
can't wait to see the car modelling tutorial....
please please do the car model as a game asset...an demonstrate just like this....
I'm giving it some serious thought, but man a regular car course is SO much work, so one where I convert it to a game model as well might actually kill me. I must first journey into the mountains where tibetan monks will teach me inner peace to give me enough strength to accomplish this. We'll see how it goes.
@@blengine do your best pal...today i learned about low poly and high poly concept from your videos...knife tutorial....still got lot to learn
Finally, I completed this course using Blender 4.0 and SP 9.1.0. Thank you for the great tutorial and information. I learned a lot from these videos! You are my favorite instructor now! There is a lot of useful information. Will there be any more lessons about GameDev?
Thanks glad you liked it! I do plan on more game dev stuff next year, but at the moment I have a lot of learning to do myself before I can teach this topic more.
Wow. I love you tutorials
also for changing the colors black to white and white to black you can just press X just like photoshop
Hey Chris , you should do tutorial of making realistic car material ,iam sure it wont take so much time for master making it😊
I'll actually be putting together a course on complex shader creation later this year, and I'll be including a car paint material. It will likely be something I release on youtube for free as well.
Loving your tutorials. No mucking around and very informative. Any chance you could show us how you set your materials and renders up in Blender to match Substance Painter? I know I have a lot of trouble getting that sorted. Thanks again!
Glad you liked it! Also yeah definitely, I should've mentioned that in the tutorial but the final files for download in the description contain the blend file with the node setup. The blend also includes the HDRI I used, from hdrihaven.com. I just uploaded this image of the node setup too: cgmasters.net/tutorials/knife_texturing/substance_blender_node_setup.jpg -chris
Chris, great tutorial but U should have used the ID map to filter the parts instead of doing it manually :)
Instead of adding “black mask”, add “mask by color” then tab on the picker it will then separate the parts based on the ID map.
Hey Eyad, yeah I probably should have. Seems similar since you still click on the mesh, but would've saved me a click and there's more potentially useful options I could've shown. -chris
Phil is OP :D nice tutorial series I watch all the episodes thank you cheers.
thanks man....you just made my day
Bummer that you used only Substance Painter.... Some can't afford to use this software... Great tutorial up to this point.
At a 150 flat fee and being totally free for students, that's extremely respectable pricing and surprising from commercial software that's become industry-standard. But I know it's still not accessible for everyone, and after a bit of a break from this series I'll most likely do a chapter on procedural textures in Blender. -chris
I've got my money tied up in other software (Adobe monthly, ESRI ARCgis, and others) and really don't want/need to add more expenses monthly or with an outright purchase... Long past the student discounts on software (last student discount for me was Illustrator on 5.25" floppy disk). Maybe I'll figure out a way to bill a client for it, wait, that would be unethical. I'll just wait/hope for another chapter at some point in the future, thanks for the first three parts.
Hey thanks so much for this series, you do some really good tutorials. Will there be any more training for different assets in the future? Keep up the good work!
Happy you liked it, and yep there will definitely be more game asset tutorials in the near future. -Chris
You guys are the best. Thanks a lot... 🙏🙏
Dang that is one good looking knife!
Great series thank you!
Friends, tell me - when I bake the textures in the sub, the quality is bad, even in 8k, "soap" appears on the textures, please tell me what to do?
Hey, it's hard to say without seeing the files myself, but I'm also completely out of touch with substance painter at this point. I haven't used it since making this tutorial, so I don't think I'll be able to help here. Hopefully someone else can chime in, or you can try posting your file in a substance painter forum or group as well.
Thanks Chris, that was a good warmup project. tomorrow we start the corvette tut.
P.S It is pronounced K-Bar not ka bar..just so ya know :)
Cool I hope you like the corvette course! And whoops you're right about the pronunciation haha, noted.
i got a question, ive done everything like you showed, but in sp it seems like the program mixes up my 2 meshes (low+high poly), btw i wanted to make a m9 bayo with pinks on top of the blade...
but nice video, easy to follow and to understand
If you double checked your object names and everything is correct, then send the blend file to me at contact@cgmasters.net and I'll check it out and see what's going on. -Chris
@@blengine thank you for ur answer, I'll double check it and send it
Great Man!🧡 So Helpful!
very nice tutorial, thank you
Bless you man. thanks lot for this tutorial of quality
You're the best man!!!
Great vid!
thank you so much. Awesome tutorial
Superrrrrrrrrr! Thank you, great series!
That is easly the best SP tutorial! I didn't even know about the filters o.0 But I've got one question - in 7.18 when you are adding mask, you could just add mask with color selection and select mesh by color in ID map, it will be quicker, as you didn't had to select mesh by polygons, or is there a reason why you didn't do that?
Thanks Juzek! Ah yeah I thought about using Color ID, especially since I mentioned it earlier in the tutorial, but using mesh fill was just 3 clicks so didn't matter much to me either way. -chris
I do regret not using that though! There's more options with color selection that I would have liked to show, and I think that process would've saved me a click.
That's okay, I was just curious ; ) I find using ID's faster, because I'm usually using them when painting my models, which usually consist of many small meshes, masking them by hand would be crazy :D
First time where there's an actual blender tutorial for game creation that's easy to understand. For the masks I don't know what was going wrong (first time using substance so yay) and it would just do a complete fill and not do the edges, along with every other time I edited any mask (even the one with the smart material) any ideas what I might of done wrong?
Can you show me some screenshots, or better yet send the file to contact@cgmasters.net and I'll see what's going on. -chris
Cannot wait for the next modelling course from you! Just getting into that jeep modelling course of yours on Udemy and it is great so far! How different will that new course be from the one I mentioned?
Thanks Adam glad you like it! The Corvette is a much more challenging car type, so the new course has more hands-on curve modeling techniques as opposed to the more boxy Jeep. I've honed in the guide mesh techniques as well so that workflow is smoother and more versatile now. There are also some new techniques in this course that really improve workflow with certain things. -chris
Hi Chris, i am wondering why you didnt add that groove detail on the blade inside the SP exactly like you added the text stamps, just want to know if there is any reason for that. Thank you for the great tutorial !!! :)
Superb as always.. Chris, I already have the Jeep course, does the Corvette includes many new approaches?
Thanks! And yep there's some new stuff in the corvette course and just a cleaner workflow all around too. The main techniques from the Jeep course are still being used but there's also more hands-on curve modeling with these more complex shapes. -chris
The fantastic voice !
Can you do a gun modeling tutorial in this style??
I'm not sure when but I'll definitely be creating a training course on making a game-ready rifle in the future. -Chris
It's AWESOME!!!!!!!!!
NICE MAN!!! YEA
Hey Chris, I really enjoyed your Corvette course, I learned a ton. I followed along here with the knife and Substance painter bit, using your knife, but when I tried to import an object of my own, I get an error and it wont load in, and the error isn't particularly communicative. Any thoughts on what I might be doing wrong?
I kinda figured it out I think. I save all my files to a fileshare/RAID server so I can access them easily from any device on my network. Substance didn't like trying to open the file from the server. Once I copied and put the files on my desktop, I was able to open them. Odd, no?
@@hardroosterlabs3814 Ah glad you figured that out. I haven't used anything like that before with substance painter, but that's good to know that could cause issues. -Chris
Awesome tutorial :)
I did it today i ts really easy to follow I only have one problem when I put metalic materials they are black do you know why is that happening ?
Hey Luka, metalic materials in substance? Or are you trying to use metallic maps in Blender for the final render? Either way you can send the file to me at contact@cgmasters.net and I'll check it out. -chris
Hey bro, I'm still a little confused to make export texture presets to the blender. Is there a tutorial on how to make presets to the blender?
What is honestly better for game assets or characters - Texturing in Blender or using the SubPaint?
Substance Painter, but Blender might develop similar tools in the future.
@@blengine Thanks for the reply! I've just finished this video, amazing work! I guess I will have to learn SubPaint now, I have just started learning Blender as well )) This stuff sure takes a lot of work, patience and talent
@@greyvirus444 Awesome good luck with all the learning! And yep, patience and practice is key :)
@@blengine Thnks man! People like you Inspire us, with your great work and wisdom! I honestly want to be a character designer, but it seems it's the hardest thing of all :) Lots of learning ahead.
can you recomment resources on how to import this lowpoly to unity?
Unfortunately I don't know much about Unity so I'm not up to date on the latest and best resources for it, sorry about that.
no problem, you dont model for games? or you use different engine like unreal
YOU ARE AWESOME
Got to make sure all the Modifiers are applied before exporting, I had a problem with that just now. - Also, does importing it into SubPainter this way still keep the model low poly with normals just baked unto it? (sorry for noob questions)
Hmm that's weird, it should apply modifiers automatically when you export. There's an option for that when exporting, but maybe yours was turned off for some reason. And yes, when you open the low poly knife in substance painter and load in the high poly knife for normal baking like we do in the tutorial, then as long as your naming conventions are exactly like in the tutorial the high poly normals will bake onto the low poly knife. Nothing is skipped in the tutorial so if your process looks different at any point then something might've been overlooked.
@@blengine Thank you for thew answer! Why do we add black masks and how does it work in simple terms? And yes, it only worked when I manually applied the mods. Also my file size is like 161mb for the knife, and I haven't even added any paint to it. Is it normal for such a low poly object to have such weight in SPainter or am I missing something?
Yeah I think that's about the right file size. I don't know why they're so large in SP but they are. Masks are used to specify which sections can be painted on and which sections can't be painted on. You can think of them like stencils, where black is the stencil object itself, and white is the holes of the stencil that paint can actually be applied to the surface through. If you want to learn more about masking I'm sure you can find some tutorials on youtube about it. The concept is the same in all software, so you could even watch a photoshop tutorial on masks and the concepts would generally apply to everything else.
@@blengine Thanks for the answer! You're awesome!
hey again CG Masters ) So, I've tried to make my own katana following your knife, I'm having a problem whith baking in substance; I did some sculpting to my high poly handle mesh, and when I bake it to the low mesh in Substance it just looks flat, like low poly. Is it because I've done some sculpting to it?
Ah the only thing I can really suggest is retracing your steps through the baking parts of the tutorial to make sure you didn't miss anything. The process should be the same as for the knife. One thing to double check is the naming conventions, if these are incorrect then SP will fail at baking the high poly mesh onto the low poly mesh. Good luck!
@@blengine Thank you! Will try my best to keep up)
I'm ur fan 😍
Is there any need to learn substance painter with blender 2.8 . I thought blender is sufficient?
Blender doesn't yet come close to the texturing capabilities of software like Substance Painter and Substance Designer. It may be able to compete in the future, but at the moment falls short. -Chris
Hi. how did you pack/embed the substance textures(normal map for example) in the source/blend file.
I think I got it. Just select the file then pack and save th blend file.
Yeah and you can also go to File > External Data > Automatically Pack Resources if you want all files brought into the blend packed automatically. There are also other pack options in that menu too.
@@blengine Thank you
this program looks fantastic,, trying to do this stuff manually in blender would take forever. If someone wanted to make a nice final still render of it, is there any advantage to using iray vs. importing everything into blender and using cycles? Results about the same?
No I don't think there's much of an advantage beyond it being a little easier if you want a quick render of the final product without setting it up in blender. I actually ended up setting it up in blender for the final thumbnail render: cgmasters.net/chris_misc/knifey_mcgee.png ... The final blend can be downloaded in the description too, minus the wood floor. The textures for that were from textures.com so I couldn't pack them. -chris
lol I love the name you gave to it. That's great, I like the little touch of chromatic aberration. Odd that the knife edge looks somehow aliased while every other line looks smooth and anti-aliased, it's literally the only clue that it's not a photo. Is that somehow related the model having this razor edge of 0 width in 3D space?
Oh yeah I noticed that! But only after uploading everything unfortunately. The reflection there is really blown out. I'm pretty sure that's what's causing that but I don't know exactly why that happens. I don't think it's because of the razor edge because its happening where it's starting to slope down as well. -c
huh, ok, maybe I'll see if it happens when I try various angles too. Sometimes irl photography, if I use a very sharp lens and nail focus on a very straight line, I get jaggies too... it's rare, and needs good light... so really it's still photograph-like.
That's really interesting, I didn't know that could happen with certain conditions and lenses. And thanks for thinking my render looks photo-real =)
Hi bro, Im having Issues with UV in substance painter, I can't see the blade, but in blender it is ok, in the UV in substance I see only the handle N the handguard, what is the problem in your opinion?
The only thing I can think of is that you forgot to select the knife blade when exporting. If that's not the case then send the blend file to me at contact@cgmasters.net and I'll check it out. -Chris
Hi Chris, I wonder if you are going to put your new course on some other site? udemy type or someone who works with other currencies besides the dollar, because I'm Brazilian and when I convert the value to my currency, it ends up being impossible for me to buy.
Hey Daniel, I don't think I'll be putting this on udemy, but I might try other training sites like thinkific.com, I'm not sure yet. Been so focused on getting this done asap and haven't thought about where it's going yet. Email me at contact@cgmasters.net once it's released though and we'll figure something out. -chris
got to the lat video with only 1 minor issue .. now though, when I finish baking I'm left with the low poly object .. no high poly normal information on the model :( can't see where I'm going wrong.
Hey send your files to me at contact@cgmasters.net and I'll check it out monday. -Chris
@@blengine Thanks for the fast reply.. I can't remember which setting I changed but I got it working. Something you changed I left as default and it worked.
I just finished this last video, really happy with the outcome .. this is a great tutorial!
@@lr1810 Ah you got it working, awesome =D Glad you liked the tutorial!
Hey, quick question. Is it necessary for us to bake normals in cycles if we are rebaking them in substance?
No it's not. Originally I was going to use the normal map baked in cycles but I had a small problem with it in substance when it came to the curvature map, so I just rebaked it in substance. It came out better anyway and I was happy to show the process in this tutorial. -chris
Solution plz
If two vert mesh objects which is solidify separately and join them will create a funky mesh.
What to do.
(Need more explanation 'reply')
Going to need more info, send the blend to me at contact@cgmasters.net and I'll check it out. -chris
Very nice tutorial, and very good looking knife! How much vram did you need for this knife in Substance? I have been hesitant to get Substance Painter because on the website, it says it needs a minimum of 2GB. I've only got 512mb.
I'm honestly not sure if you could get away with lower than 2gb, but you could check out their free trial and see if it works out. I'm curious to know how well it would run if it runs. -chris
CG Masters I believe you could turn off your GPU and just use your CPU. I am sure even your CPU is much better than mine.
I don't think 512 will be enough... Cpu only sounds great but I think it's not possible.
Yesterday I had only my integrated graphics enabled and I couldn't run the program at all. With the dedicated GPU enabled (1gb) it runs (not well because it's a GeForce 610m). But it runs.
Can't wait to get home to my pc... My poor laptop isn't made for 3d rendering... Barely holds itself up to a game like csgo
Oh and if you were curious I'm running a gtx 970 4gb. I was thankfully able to upgrade everything not too long ago and finally be able to use cycles. -c
CG Masters Hopefully I will be able to work with substance painter soon. I am thinking about building a pc with the follwing specs:
Ryzen 5 1400
GTX 1060 6GB OR RX 570 8GB (OR 580 depending on the price)
8GB RAM
256GB NVME SSD
Ultrawide color accurate monitor(Model still not decided on)
hello can u help me this one your setting said to to change the "MATCH= BY MESH NAME" whoever it bake the normal and ID in black BUT IF I DID NOT CHANGE THE SETTING IT BAKE FINE BUT IT TAKE LONGER TO BAKE
WHAT SHOULD I DO??
Matching by Mesh Name will do an "Explode Bake" which I talk about in the tutorial. This is better for baking as it bakes each part of the knife separately. If you bake as a whole knife then in areas where objects are close to each other(like where the handle meets the handleguard) the normal map baking will overlap and create some issues. If baking by Mesh Name isn't working for you it's likely caused by the naming of your objects. Double check your objects and make sure you name each pair exactly the same, but with the "_low" suffix for the low poly version and the "_high" suffix for high poly objects. For example, your handles should be renamed to handle_low and handle_high, exactly like that. Then there's blade_low and blade_high, and guard_low and guard_high. Let me know how it goes. -Chris
@@blengine thx solve it i name it"_ HIGH" AND "_LOW" , IS IT NORMAL TO TAKE 30MIN IN BAKING?
Why My Normal Map, ID & AO Map is Black Image in Substance Painter? im not getting results as yours after baking in Painter? Need Help
Hey, there might be a mismatch between your high poly and low poly objects, so double check the naming conventions on them in Blender to make sure they're correct. Each pair of parts should have the same base name, and then a suffix of either _high or _low. If that's not the issue you can send your files over to me at contact@cgmasters.net and I'll check it out. -Chris
@@blengine Thanks Chris, I imported my Blender Normal Map and follow along..i think My system specs r too low, 4gb Ram with Core-m
after baking my high poly mesh does not applied to the low poly. Even if it still seems low poly. Why ?
Not sure exactly what you mean, but send the blend that has the problem to me at contact@cgmasters.net and I'll check it out. -Chris
@@blengine hi Chris, i downloaded your high poly and low poly meshes and it still not apllied i guess my system requirements not enough:(
What kind of "Substance painter" version it is?
My hand guard on the id map is a weird blue and red gradient instead of the flat green you got. Any ideas why?
Hey, you can send your files to me at contact@cgmasters.net, I'll check them out and get back to you. -Chris
@@blengine Good news! After playing around with the handguard's seams and mesh for a while, I was able to fix the problem.
@@LombyLomby Ah fantastic, glad you figured it out =)
i don't know why but i got 5+ million verts, 10+ million faces and 10+ million tris, what i've done wrong??
Can you please try doing the same in blender?
Yeah I'm going to take a little break from the series first but I'll probably do a Blender version. -chris
i can't for the life of me get the guard/pommel part to copy the layers from the blade without the handle also doing so, im not sure what's causing this.
[EDIT]
So i found the solution:
The guard folder itself needed a mask, and i only had a mask on the fill layer, removed that, added mask on the folder layer itself and painted over the parts that needed it.
Awesome glad you figured it out!
And Subscribed :D and the bell also.
Are you using windows XP?
win7 at the time, just with all the theme settings turned off
@@blengine oh, I actually thought you were using win xp. Nice tutorial btw.
@@shrimp2200 yeah haha, the windows had that classic look with all the theme options off. Glad you liked the tutorial!
i dont know why but my normal map always get fails in baking :( so i cant finish this tutorial.
Baking in blender or substance painter? And send your files to me at contact@cgmasters.net and I'll check them out. -Chris
@@blengine Thank you Chris for your answer, my problem is now solved. you are amazing. thank you for this guide. my skills have increased a lot. will I find more tutorial videos on this channel from you? Best regards
@@keoshi Ah glad that's all fixed. And yep, lots of videos coming this year. Me and Lee spent the last year putting together a massive 2.8 course which should be out in a month or two. Then after that we can focus on putting out more youtube videos as well.
Thanks to this awesome tutorial I was able to make this Katana - www.reddit.com/r/blender/comments/cdw1qv/springkatana_delicate_graceful_you_rejuvenate_my/ --- Thank you very much for your help CG Masters ! You're awesome!
When i try to copy the scuffs to the handguard/pommel, it gets applied to the whole handle as well and idk what i am doing wrong :(
imgur.com/a/t6O5PXy
Send the substance painter file to me at contact@cgmasters.net and I'll check it out. I'm still pretty new to the program so would just be easier for me to fiddle around with the file. -Chris
can you not do this in blender with texture painting
Currently no, it doesn't have the advanced tools that Substance Painter has and is relatively basic by comparison. However, this is likely something that will be developed in Blender much further in the future.
I hear birds in the background xD
HolzstockG haha yeah I recorded with my windows open this time, it was too nice out. And if you listen real close you might also hear my neighbors yelling at each other :)
18:11 :-)))))))))))))))
Sucks. Too complex
Thanks for great tutorial!
Thank you for the great tutorial!
i have one problem at 05:08 . When i click on bake material mesh maps ,my normal map was not baking on knife . its still low poly knife. what can i do ???
I have same problem too
For some reasons it's working fine now 😎